{"name":"Derro Shadow Antipaladin","cr":"5","types":"Humanoid","size":"Small","languages":"Dwarvish, Undercommon","alignment":"Chaotic Evil","description":"","suggestedenvironment":"","ac":"18","hitpoints":"82","strength":"11","dexterity":"18","constitution":"18","intelligence":"11","wisdom":"5","charisma":"14","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"Darkvision 120 ft., passive Perception 10 ","skills":"Perception +0, Stealth +7","savingthrows":"Str +3, Wis +0, Cha +5 ","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared: \r\n\r\n1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite\r\n\r\n2nd level (2 slots): aid, crown of madness, darkness, magic weapon\r\n","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"Evasive. Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one. \r\n\r\nInsanity. The derro has advantage on saving throws against being charmed or frightened. \r\n\r\nMagic Resistance. The derro has advantage on saving throws against spells and other magical effects. \r\n\r\nShadowstrike. The derro\u2019s weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).","actions":"Multiattack. The derro makes two scimitar attacks or two heavy crossbow attacks. \r\n\r\nScimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 [roll:1d6+4] slashing damage plus 9 [roll:2d8] necrotic damage.\r\n\r\nHeavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100\/400 ft., one target, Hit: 9 [roll:1d10+4] piercing damage plus 9 [roll:2d8] necrotic damage. \r\n\r\nInfectious Insanity (Recharge 5-6). The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.\r\n","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"Talonz, Derro","templateId":"21","blockId":"215241","isShared":"1"}