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2025-06-07 07:58:30 -05:00
# 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.