Derro Savant (A)
Small humanoid (derro), chaotic evil
Armor Class
13 (leather armor)
Hit Points
49 (11d6+11)
Speed
30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (0)
WIS
5 (-3)
CHA
14 (+2)
Senses
darkvision 120 ft.
Skills
Stealth +4
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.
Spellcasting. 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:
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Cantrips (at will): acid splash, light, mage hand, message, ray of frost
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1st level (4 slots): burning hands, chromatic orb, sleep
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2nd level (3 slots): invisibility, spider climb
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3rd level (2 slots): blink, lightning bolt
Actions
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.