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<title>Shadow Antipaladin</title>
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<h1>Shadow Antipaladin</h1>
<p><em>Small</em> <em>Humanoid</em> <em>Chaotic Evil</em></p>
<ul>
<li><strong>Armor Class:</strong> 18 (breastplate, shield)</li>
<li><strong>Hit Points:</strong> 82 (11d6 + 44)</li>
<li><strong>Speed:</strong> walk 30 ft.</li>
<li><strong>Challenge Rating:</strong> 5 (1,800 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 89</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>11 (+0)</td>
<td>18 (+4)</td>
<td>18 (+4)</td>
<td>11 (+0)</td>
<td>5 (-3)</td>
<td>14 (+2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Saving Throws</strong>: Str +3, Wis +0, Cha +5</li>
<li><strong>Skills:</strong> Perception +0, Stealth +7</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> False</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 10</li>
<li><strong>Languages:</strong> Derro, Undercommon</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Evasion:</strong> 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.</li>
<li><strong>Insanity:</strong> The shadow antipaladin has advantage on saving throws against being charmed or frightened.</li>
<li><strong>Magic Resistance:</strong> The shadow antipaladin has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Necrotic Weapons:</strong> 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).</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The derro makes two Scimitar or Heavy Crossbow attacks.</li>
<li><strong>Scimitar:</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.</li>
<li><strong>Heavy Crossbow:</strong> Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.</li>
<li><strong>Infectious Insanity (Recharge 5-6):</strong> 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.</li>
</ul>
<h3>Reactions</h3>
<ul>
<li><strong>Parry:</strong> 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.</li>
</ul>
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