Monster
Derro Apprentice
Outside your table’s allowed sources
Official reference · QftIS · 2014
- Creature type
- Aberration
- Size
- Small
- Armor class
- 13 (leather armor)
- Hit points
- 22 (5d6 + 5)
- Speed
- Walk 30 ft.
- Challenge rating
- 1
- Alignment
- Chaotic Evil
- Strength
- 9
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 11
- Wisdom
- 5
- Charisma
- 12
- Passive Perception
- 7
- Skills
- stealth: +4
- Senses
- darkvision 120 ft.
- Languages
- Dwarvish, Undercommon
Traits
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 Spell 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 (Recharge 4–6)
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.
The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At will: Message, Prestidigitation
1/day: Charm Person