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Narrak

Small humanoid (derro), Chaotic Evil

Armor Class 12

Hit Points 40 (9d6 + 9)

Speed 30 ft.

STR 9 (-1)
DEX 14 (+2)
CON 13 (+1)
INT 14 (+2)
WIS 5 (-3)
CHA 16 (+3)

Skills Arcana +4, Stealth +4

Senses darkvision 120 ft., passive Perception 7

Languages Dwarvish, Undercommon

Challenge 2

Insanity. Narrak has advantage on saving throws against being charmed or frightened.

Magic Resistance. Narrak has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, Narrak 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.

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.

Source

OotA, p. 232