Derro Shadowseeker
Small Humanoid chaotic evil
- Armor Class: 17 (studded leather)
- Hit Points: 112 (15d6+60)
- Speed: walk 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 2, page 98
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 9 (-1) |
20 (+5) |
18 (+4) |
13 (+1) |
7 (-2) |
14 (+2) |
- Saving Throws: Cha +5
- Skills: acrobatics +8, perception +1, stealth +8
- Senses: darkvision 120 ft., passive Perception 11
- Languages: Common, Dwarvish, Undercommon
Special Abilities
- Erratic Movement: The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage.
- Evasion: If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Magic Resistance: The shadowseeker has advantage on saving throws against spells and other magical effects.
- Sneak Attack (1/Turn): The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn't incapacitated and the shadowseeker doesn't have disadvantage on the attack roll.
- Sunlight Sensitivity: While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The derro shadowseeker makes three melee attacks.
- Dagger: Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
- Light Crossbow: Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
- Maddening Convulsions (Recharge 5-6): The shadowseeker's body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the shadowseeker's Maddening Convulsions for the next 24 hours.
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