THE SHARED REFERENCE Adventurer

Monster

Derro Savant

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Humanoid
Size
Small
Armor class
13 (leather armor)
Hit points
49 (11d6 + 11)
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

Insanity

The derro has advantage on saving throws against being charmed or frightened.

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

Hooked Shortspear

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow

Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Spellcasting

The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

Spell slots: 0: spells: acid splash, mage hand, message, ray of frost; 1: slots: 4; spells: burning hands, chromatic orb, sleep; 2: slots: 3; spells: invisibility, spider climb; 3: slots: 2; spells: blink, lightning bolt

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