Shadow Antipaladin
Small Humanoid Chaotic Evil
- Armor Class: 18 (breastplate, shield)
- Hit Points: 82 (11d6 + 44)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 2023, page 89
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
18 (+4) |
18 (+4) |
11 (+0) |
5 (-3) |
14 (+2) |
- Saving Throws: Str +3, Wis +0, Cha +5
- Skills: Perception +0, Stealth +7
- Damage Vulnerabilities: False
- Damage Immunities: False
- Damage Resistances: False
- Condition Immunities: False
- Senses: darkvision 120 ft., passive Perception 10
- Languages: Derro, Undercommon
Special Abilities
- Evasion: If the shadow antipaladin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the antipaladin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Insanity: The shadow antipaladin has advantage on saving throws against being charmed or frightened.
- Magic Resistance: The shadow antipaladin has advantage on saving throws against spells and other magical effects.
- Necrotic Weapons: The shadow antipaladin's weapon attacks are magical. When the antipaladin hits with any weapon, the weapon deals an extra 2d8 necrotic damage (included in the attack).
- Sunlight Sensitivity: While in sunlight, the shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Multiattack: The derro makes two Scimitar or Heavy Crossbow attacks.
- Scimitar: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
- Heavy Crossbow: Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.
- Infectious Insanity (Recharge 5-6): The shadow antipaladin magically assaults the minds of up to three creatures it can see within 30 feet of it. Each target must make a DC 13 Wisdom saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is incapacitated for 1 minute as its mind fills with thoughts of eldritch terrors and otherworldly entities. On a success, a creature takes half the damage and isn't incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
- Parry: The shadow antipaladin adds 3 to its AC against one melee attack that would hit it. To do so, the antipaladin must see the attacker and be wielding a melee weapon.
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