Sources
CR
Type
Size
Alignment
Movement

Athar Null

Small/Medium Humanoid, Any alignment

Armor Class 14 (leather armor)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
12
+1
DEX
16
+3
CON
14
+2
INT
15
+2
WIS
14
+2
CHA
10
+0
Saving Throws DEX +6, WIS +5
Skills Investigation +8, Perception +5, Stealth +6
Senses passive Perception 15
Languages Common plus two more languages
Challenge 5 (1,800 XP)

Traits

Avoidance. If the null is subjected to an effect that allows it to make a saving throw to take half as much damage, it instead takes no damage if it succeeds on the saving throw, and half as much damage if it fails.

Actions

Multiattack. The null makes two Force Dagger attacks.

Force Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:5 (1d4 + 3) piercing damage plus 13 (3d8) force damage. Hit or Miss:The dagger magically returns to the null's hand immediately after a ranged attack.

Bonus Actions

Defier's Whim. The null takes the Dash, Disengage, or Use an Object action.

Reactions

Nullify Spell (3/Day). The null utters a magical word of cancellation to interrupt a creature it can see that is casting a spell. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, the null makes an Intelligence check (DC 10 + the spell's level). On a successful check, the spell fails and has no effect.

Lore

The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic. Nulls work in the shadows, serving as assassins and spies for the Athar.