Derro Raider

Small aberration, typically chaotic evil

Armor Class

12 (leather armor)

Hit Points

16 (3d6 + 6)

Speed

30 ft.

Skills

stealth +3, athletics +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.

Actions

Hooked Spear

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.

Throwing Hammer

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) bludgeoning damage.