Small aberration, chaotic evil
- Armor Class
- 13 (leather armor)
- Hit Points
- 36 (8d6 + 8)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
STR
9
-1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
14
+2
- 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
Quarterstaff.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
Chromatic Beam.
The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting
Spellcasting.
The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):