Narrak

Small Humanoid (Derro) , Chaotic Evil
• Armor Class: 12
• 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.

• Sunlight Sensitivity: While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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:>>>

• 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

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.