Armor Class 18 (breastplate, shield)
Hit Points 82 (11d6 + 44)
Speed 30 ft.
Saving Throws Str +3, Cha +5
Skills Perception +0, Stealth +7
Damage Immunities False
Condition Immunities False
Senses darkvision 120 ft., passive Perception 10
Languages Derro, Undercommon
Challenge 5 (1,800 XP)
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.
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.
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.