Derro Savant

Mordenkainen Presents: Monsters of the Multiverse p. 92,

Size
Small
Type
aberration (sorcerer)
Alignment
typically chaotic evil
AC
13 (leather armor)
Hit Points
36 (8d6+8)
Speed
walk 30 ft.
Skills
Stealth +4
Senses
darkvision 120 ft.
Passive Perception
7
Languages
Dwarvish, Undercommon
Challenge
3
Lineage
Derro
STR
9
−1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
−3
CHA
14
+2

Traits

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 spellcasting ability (spell save DC 12):

  • At will: mage hand, message, prestidigitation
  • 1/day each: invisibility, sleep, spider climb

Spells

mage hand, message, prestidigitation, invisibility, sleep, spider climb

Other data

description