DERRO
Small humanoid (derro), chaotic evil
Armor Class 13 (leather a rmor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
10 (+O)
DEX
14 (+2)
Skills Stealth +4
CON
12 (+l)
INT
11 (+O)
WIS
5 (-3)
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1/ 4 (SO XP)
CHA
9 (-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, as well as on Wisdom
(Perception) checks that rely on s ight.
ACTIONS
Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (ld6) piercing damage. If the target is Me-
dium or smaller, the derro can choose to deal no damage and
knock it prone.
..
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 6 (ld8 + 2) piercing damage.
C H A PTER 6 I BESTl.<\RY
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Derro slink through the subterranean realms, seeking
places that are safe from the perils of the Underdark.
Equal parts fearful and vicious, bands of these dwarf-
kin prey on those weaker than themselves, while giving
simpering obeisance to any creatures they deem more
powerful. Wild-haired, haggard, shuddering, and shab-
bily dressed, a lone derro seems a pitiable creature, but
when a cackling, spitting, growling, howling horde of
them attacks, the sight inspires both fear and revulsion.
Madness and Sorcery. Fractious in groups and
individually weak, derro would have been driven to
extinction long ago but for two elements of their char-
acter. They have an inborn tendency toward paranoia,
a peculiarity that serves them well as they navigate the
dangers of the Underdark and its societies. They also
have a stronger-than-normal tendency to develop sorcer-
ous power. Individuals who do so become their leaders,
known as savants. The derro consider these sorcerers
to be specially blessed by their deity, Diirinka.
Forgotten Duergar. Grandiose fantasies and rampant
fanaticism have obscured the true origin of the derro,
even among themselves. Most dwarves don't recognize
derro as kin, but the legends that the derro tell about
their race and the story that the duergar believe share a
grain of truth.
According to the duergar, the derro are descended
from dwarves of a clan that was left behind when the
others escaped the mind flayers' rule. They eventually
also got away, but not before becoming demented and
contorted.
The derro tell their own story of flight and survival
in the Underdark, and the mind flayers aren't always
the enemy. Laduguer and Deep Duerra don't feature in
their mythic history. Instead they tell of two brothers,
Diirinka and Diinkarazan, and of how Diirinka cleverly
betrayed his sibling so that he could steal magical power
from the evil they escaped. The danger the brothers are
said to face in this legend varies, depending on whatever
foe the savants want to lead their people against, yet the
essence of the story remains the same: a lesson of sur-
vival at any price and an example of how deceitfulness
and cruelty can be virtues.