Derro Shadow Antipaladin
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.
The derro has advantage on saving throws against being charmed or frightened.
The derro has advantage on saving throws against spells and other magical effects.
The derro’s weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).
While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
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.
Derro Shadow Antipaladin
Not yet described
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