Small aberration, Chaotic Evil
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 13 (3d6 + 3) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 5 (-3) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 7 |
| Languages | Dwarvish, Undercommon |
| Challenge | 1/4 |
The derro has advantage on saving throws against spells and other magical effects.
While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.
Ranged Attack Roll: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Small humanoid (derro), Chaotic Evil
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 13 (3d6 + 3) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 12 (+1) | 11 (+0) | 5 (-3) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 7 |
| Languages | Dwarvish, Undercommon |
| Challenge | 1/4 |
The derro has advantage on saving throws against spells and other magical effects.
While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.
Ranged Attack Roll: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Small humanoid (derro), Chaotic Evil
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 13 (3d6 + 3) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 5 (-3) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 7 |
| Languages | Dwarvish, Undercommon |
| Challenge | 1/4 |
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.
While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +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 Attack Roll: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.