13 (leather armor)
13 (3d6+3)
walk 30 ft.
Stealth +4
darkvision 120 ft.
Dwarvish, Undercommon
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 Weapon Attack: +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 Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
13 (leather armor)
13 (3d6 + 3)
walk 30 ft.
Stealth +4
darkvision 120 ft.
Dwarvish, Undercommon
1/4
+2
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 Weapon Attack: +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 Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.