b'Derro Shadowseeker \n'b'  Family:   Derro  \n'b'  Small   humanoid  (derro),  chaotic evil  \n'b'  Armor Class  17 (studded leather)  Hit Points  112 (15d6 + 60)  Speed  30 ft.\n'b' STATS STR: 9 (-1) DEX:  20 (+5)  CON:  18 (+4)  INT:  13 (+1)  WIS:  7 (-2)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Cha  +5  Skills   Acrobatics  +8,  Perception  +1,  Sleight of Hand  +8,  Stealth  +8  Senses   darkvision  120 ft., passive  Perception  11  Languages  Common, Dwarvish, Undercommon  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'   Erratic Movement . The shadowseeker can take the  Disengage  or  Hide  action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage. \n'b'  Evasion . If the shadowseeker is subjected to an effect that allows it to make a  Dexterity  saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. \n'b'  Magic Resistance . The shadowseeker has advantage on saving throws against spells and other magical effects. \n'b'  Sneak Attack (1/Turn) . The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally of the shadowseeker that isn\xe2\x80\x99t incapacitated and the shadowseeker doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'  Sunlight Sensitivity . While in sunlight, the shadowseeker has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Actions \n'b'   Multiattack . The derro shadowseeker makes three  melee attacks . \n'b'  Dagger .  Melee or Ranged Weapon Attack : +8 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 7 (1d4 + 5) piercing damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +8 to hit, range 80/320 ft., one target.  Hit : 9 (1d8 + 5) piercing damage. \n'b'  Maddening Convulsions (Recharge 5-6) . The shadowseeker\xe2\x80\x99s body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15  Wisdom  saving throw or be affected as if by a  confusion  spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the shadowseeker\xe2\x80\x99s Maddening Convulsions for the next 24 hours. \n'b'  About \n'b' This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable. \n'b'  Erratic Combatants . Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them. \n'b'  Unreliable Allies . Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.'