Small humanoid, chaotic evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 13 (3d6 + 3)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
STR
9
-1
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
Insanity.
The derro has advantage on saving throws against being charmed or frightened.
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 Shortspear.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.
Light Repeating Crossbow.
Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.