Small aberration, chaotic evil
- Armor Class
- 12 (leather armor)
- Hit Points
- 16 (3d6 + 6)
- Speed
- 30 ft.
- Challenge
- 1/4 (50 XP)
STR
14
+2
DEX
12
+1
CON
14
+2
INT
11
+0
WIS
5
-3
CHA
9
-1
- Skills
- Stealth +3, Athletics +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
Hooked Spear.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone condition.
Throwing Hammer.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.