13 (leather armor)
36 (8d6+8)
walk 30 ft.
Stealth +4
darkvision 120 ft.
Dwarvish, Undercommon
3
The derro savant has advantage on saving throws against spells and other magical effects.
While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The derro savant 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 (at will): acid splash, mage hand, message, prestidigitation, ray of frost • 1st level (4 slots): burning hands, chromatic orb, sleep • 2nd level (3 slots): invisibility, spider climb • 3rd level (2 slots): lightning bolt
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
13 (leather armor)
36 (8d6 + 8)
walk 30 ft.
Stealth +4
darkvision 120 ft.
Dwarvish, Undercommon
3
+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: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12): • At will: mage hand, message, prestidigitation • 1/Day each: invisibility, sleep, spider climb