Narrak

Small humanoid (derro), chaotic evil

Armor Class

12 (15 to mage armor)

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)

Senses

darkvision 120 ft.

Skills

Arcana +4, Stealth +4

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:

  • 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.

small
humanoid
cr2
out-of-the-abyss