Derro Savant

Mordenkainen Presents: Monsters of the Multiverse p. 92,

Tamaño
Pequeño
Tipo
aberration (sorcerer)
Alineamiento
typically chaotic evil
CA
13 (leather armor)
Puntos de golpe
36 (8d6+8)
Velocidad
walk 30 ft.
Habilidades
Stealth +4
Sentidos
darkvision 120 ft.
Percepción pasiva
7
Idiomas
Dwarvish, Undercommon
Desafío
3
Linaje
Derro
FUE
9
−1
DES
14
+2
CON
12
+1
INT
11
+0
SAB
5
−3
CAR
14
+2

Rasgos

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.

Acciones

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

Conjuros

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

Otros datos

description