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5ead/monsters/md/tome_of_beasts_2023/shadowantipaladin-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.6 KiB

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.