Derro Savant

Small Humanoid (Derro) , Chaotic Evil
• Armor Class: 13
• Hit Points: 49 (11d6+11)
• Speed: 30 ft.

9 (-1) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 14 (+2)

• Skills: Stealth +4
• Senses: darkvision 120 ft.
• Languages: Dwarvish, Undercommon
• Challenge: 3 (700 XP)

• Insanity: The derro has advantage on saving throws against being charmed or frightened.

• 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.


The derro is a 5th-level spellcaster. It's spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

• Cantrips (at will): acid splash, light, mage hand, message, ray of frost
• 1st level (4 slots): burning hands, chromatic orb, sleep
• 2nd level (3 slots): invisibility, spider climb
• 3rd level (2 slots): blink, lightning bolt


• Hooked Shortspear: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

• Light Repeating Crossbow: Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.