42 lines
2.6 KiB
Markdown
42 lines
2.6 KiB
Markdown
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# Shadow Antipaladin
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*Small* *Humanoid* *Chaotic Evil*
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- **Armor Class:** 18 (breastplate, shield)
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- **Hit Points:** 82 (11d6 + 44)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 5 (1,800 XP)
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- **Source:** Tome of Beasts 2023, page 89
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 11 (+0) | 18 (+4) | 18 (+4) | 11 (+0) | 5 (-3) | 14 (+2) |
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- **Saving Throws**: Str +3, Wis +0, Cha +5
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- **Skills:** Perception +0, Stealth +7
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- **Damage Vulnerabilities:** False
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- **Damage Immunities:** False
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- **Damage Resistances:** False
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- **Condition Immunities:** False
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- **Senses:** darkvision 120 ft., passive Perception 10
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- **Languages:** Derro, Undercommon
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### Special Abilities
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- **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.
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- **Insanity:** The shadow antipaladin has advantage on saving throws against being charmed or frightened.
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- **Magic Resistance:** The shadow antipaladin has advantage on saving throws against spells and other magical effects.
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- **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).
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- **Sunlight Sensitivity:** While in sunlight, the shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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### Actions
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- **Multiattack:** The derro makes two Scimitar or Heavy Crossbow attacks.
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- **Scimitar:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.
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- **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.
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- **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.
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### Reactions
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- **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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