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Derro Savant

Small aberration (sorcerer), Chaotic Evil

Armor Class 13 ({@item leather armor|PHB})

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

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.

Source

Mordenkainen Presents: Monsters of the Multiverse, p. 92