Small aberration, chaotic evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 13 (3d6 + 3)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
STR
10
+0
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
9
-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, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Hooked Spear.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.
Light Crossbow.
Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.