Monster
Droki
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 15 (studded leather)
- Hit points
- 31 (7d6 + 7)
- Speed
- Walk 30 ft. (60 ft. with boots of speed)
- Challenge rating
- 2
- Alignment
- Chaotic Evil
- Strength
- 11
- Dexterity
- 16
- Constitution
- 13
- Intelligence
- 10
- Wisdom
- 5
- Charisma
- 16
- Passive Perception
- 7
- Skills
- stealth: +5
- Senses
- darkvision 120 ft.
- Languages
- Dwarvish, Undercommon
Traits
Special Equipment
Droki wears boots of speed.
Insanity
Droki has advantage on saving throws against being charmed or frightened.
Sneak Attack (1/Turn)
Droki deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Droki that isn't incapacitated and Droki doesn't have disadvantage on the attack roll.
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
Multiattack
Droki makes two attacks with his shortsword
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. The sword is coated with serpent venom that wears off after the first hit. A target subjected to the venom must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions
Droki adds 3 to his AC against one melee attack that would hit him. To do so, Droki must see the attacker and be wielding a melee weapon.
Innate Spellcasting
Droki's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:
At will: minor illusion