Small aberration, Chaotic Evil
| Armor Class | 13 (leather armor) |
|---|---|
| Hit Points | 22 (5d6 + 5) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 12 (+1) | 11 (+0) | 5 (-3) | 12 (+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 |
The derro has advantage on saving throws against spells and other magical effects.
While in sunlight, the derro has disadvantage on attack rolls.
Melee or Ranged Spell Attack Roll: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.
Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only.
The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):
At will: Message, Prestidigitation
1/day: Charm Person