Derro: Powerful Monster Guide for D&D

Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.

Fractious in groups and individually weak, derro would have died out long ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so usually serve as leaders and are known as savants.

Small Aberration, Typically Chaotic Evil

Armor Class: 13 (leather armor)
Hit Points: 13 (3d6 + 3)
Speed: 30 ft.

    STR – 10 (+0)
    DEX – 14 (+2)
    CON – 12 (+1)
    INT – 11 (+0)
    WIS – 5 (- 3)
    CHA – 9 (-1)

Skills: Stealth +4

Senses: darkvision 120 ft., passive Perception 7

Languages: Dwarvish, Undercommon

Challenge: 1/4 (50 XP)

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 5ft., 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 (1 d8 + 2) piercing damages.