Small aberration, chaotic evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 22 (5d6 + 5)
- Speed
- 30 ft.
- Challenge
- 1 (200 XP)
STR
9
-1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
12
+1
- Skills
- Stealth +4
- Senses
- darkvision 120 ft., passive Perception 7
- Languages
- Dwarvish, Undercommon
Traits
Magic Resistance.
The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity.
While in sunlight, the derro has disadvantage on attack rolls.
Actions
Chaos Blast.
Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.
Force Burst 4.
Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only.
Spellcasting
Spellcasting.
The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):