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.
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