12 (leather armor)
16 (3d6 + 6)
30 ft.
stealth +3, athletics +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.
Melee Weapon Attack: +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 Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.