Sources
CR
Type
Size
Alignment
Movement

Narrak

Small Humanoid (derro), Chaotic Evil

Armor Class 12, 15 with 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
Skills Arcana +4, Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 2 (450 XP)

Traits

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.

Spellcasting

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–2nd level (2 slots): armor of Agathys, charm person, hex, 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.

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.