Derro

Small humanoid (derro), Chaotic Evil

Armor Class

13 (leather armor)

Hit Points

13 (3d6+3)

Speed

walk 30 ft.

Skills

Stealth +4

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

1/4

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 Spear

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.

Light Crossbow

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Derro

Small aberration, typically chaotic evil

Armor Class

13 (leather armor)

Hit Points

13 (3d6 + 3)

Speed

walk 30 ft.

Skills

Stealth +4

Senses

darkvision 120 ft.

Languages

Dwarvish, Undercommon

Challenge

1/4

Proficiency Bonus

+2

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 Spear

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.

Light Crossbow

Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.