Armor Class 13 ({@item leather armor|PHB})
Hit Points 22 (5d6 + 5)
Speed 30 ft.
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1
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.
Chaos Blast. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.
Force Burst (Recharge 4–6). Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only.
QftIS, p. 196