Monster
Y
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
- Neutral
- Strength
- 9
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 18
- Wisdom
- 5
- Charisma
- 14
- Passive Perception
- 7
- Skills
- stealth: +4
- Senses
- darkvision 120 ft.
- Languages
- Dwarvish, Undercommon, Elvish
Traits
Insanity
The derro has advantage on saving throws against being charmed or frightened.
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.
Y 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
Innate Spellcasting
Y can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another 1. This teleport effect can be disrupted (see "1"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.
1/day each: teleport