# 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.