THE SHARED REFERENCE Adventurer

Monster

Derro Savant

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Aberration
Size
Small
Armor class
13 (leather armor)
Hit points
36 (8d6 + 8)
Speed
Walk 30 ft.
Challenge rating
3
Alignment
Chaotic Evil
Strength
9
Dexterity
14
Constitution
12
Intelligence
11
Wisdom
5
Charisma
14
Passive Perception
7
Skills
stealth: +4
Senses
darkvision 120 ft.
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

The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: mage hand, message, prestidigitation

1/day each: invisibility, sleep, spider climb

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