Monster
Derro
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 13 (leather armor)
- Hit points
- 13 (3d6 + 3)
- Speed
- Walk 30 ft.
- Challenge rating
- 1/4
- Alignment
- Chaotic Evil
- Strength
- 9
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 11
- Wisdom
- 5
- Charisma
- 9
- 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
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.
Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.