Y

(Out of the Abyss)

Small humanoid (derro), Neutral

Armor Class13 (leather armor)
Hit Points49 (11d6 + 11)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 12 (+1) 18 (+4) 5 (-3) 14 (+2)
Saving Throws—
SkillsStealth +4
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 7
LanguagesDwarvish, Undercommon, Elvish
Challenge3

Traits

Insanity.

The derro has advantage on saving throws against being charmed or frightened.

Magic Resistance.

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

Hooked Shortspear.

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.

Light Repeating Crossbow.

Ranged Attack Roll: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Spellcasting

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:

Cantrips: acid splash, mage hand, message, ray of frost

Level 1 (4 slots): burning hands, chromatic orb, sleep

Level 2 (3 slots): invisibility, spider climb

Level 3 (2 slots): blink, lightning bolt

Y can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another society member. This teleport effect can be disrupted (see "Faerzress"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.

1 each/day: teleport