Derro tell their own stories of flight and survival in the Underdark, in which mind flayers aren’t always the enemy. They tell of two brothers, the gods Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Small Aberration (Sorcerer), Typically Chaotic Evil
Armor Class: 13 (leather armor)
Hit Points: 36 (8d6 + 8)
Speed: 30 ft.
- STR – 9 (-1)
DEX – 14 (+2)
CON – 12 (+1)
INT – 11 (+0)
WIS – 5 (-3)
CHA – 14 (+2)
Skills: Stealth +4
Senses: darkvision 120 ft., passive Perception 7
Languages: Dwarvish, Undercommon
Challenge: 3 (700 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
Quarterstaff. Melee Weapon Attack:+ 1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage .
Chromatic Beam. 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.
Spellcasting. The derro casts one of the following spells, using Charisma as the spell casting ability (spell save DC 12):
At will: mage hand, message, prestidigitation
1/day each: invisibility, sleep, spider climb.