Small aberration, Chaotic Evil
| Armor Class | 12 (leather armor) |
|---|---|
| Hit Points | 16 (3d6 + 6) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 14 (+2) | 11 (+0) | 5 (-3) | 9 (-1) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +4, Stealth +3 |
| 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.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone condition.
Melee or Ranged Attack Roll: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.