Narrak
Small humanoid (derro), chaotic evil
Armor Class 12 (15 to mage armor)
Hit Points 40 (9d6+9)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 14 (+2) | 13 (+1) | 14 (+2) | 5 (-3) | 16 (+3) |
Skills Arcana +4, Stealth +4
Senses darkvision 120 ft.
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)
Insanity. Droki has advantage on saving throws against being charmed or frightened.
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Spellcasting. Narrak is a 5th-level spellcaster. His spellcasting ability is Charisma (Save DC 13, +5 to hit with spell attacks) Narrak has two 2nd-level spell slots, which he regains after finishing a short or long rest, and knows the following Warlock spells:ยป>
Cantrips (at will): eldritch blast, friends, poison spray
1st level: armor of Agathys, charm person, hex
2nd level: hold person, ray of enfeeblement, spider climb
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Armor of Shadows (Recharges after a Short or Long Rest). Narrak casts mage armor on himself
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:5 (1d6 + 2) piercing damage.
Reactions
One with Shadows. While he is in a dim light or darkness, Narrak can become invisible. He remains so until he moves or takes an action or reaction.