mordenkainens tome of foes

(Jeff_L) #1
DERRO MADNESS

All derro suffer from a form of madness that most often


manifests as ma nia and paranoia, but other mental


afflictions and stra nge tics also commonly affect them.


Derro take little notice of odd behavior in their ranks,


except when an individual displays the characteristics


of a savant. They believe the strange behavior of savants


arises because those leaders carry messages from Diir-


inka. You can use the Derro Madness table to generate


one or more odd qualities for a derro NPC.


DERRO MADNESS

d 20 O ddity

Never bathes or c hanges clothes

2 Frets with hair or mustache

3 Speaks to someone who isn't there

4 Walks backward whenever possible

5 Never looks others in the eye

6 Gnashes teeth after each sentence

7 Spits out half of each mouthful of food and drink

8 Insults everyone when first addressing them

9 Touches whomever he o r she speaks to

10 Sees the spirits of the dead leaving their bodies

11 Faints when first subjected to bright light

12 Frequently licks t heir palms

13 Hears voices

14 Terrified of writ ing

15 Tastes objects

16 Stands too close to others

17 Breathes loudly

18 Drools constantly

19 Mumbles when speaking

20 Hops from place to place

Small humanoid (derro), chaotic evil

Armor Class 13 (leather armor)

Hit Points 36 (8d6 + 8)

Speed 30 ft.

STR

9 (-1)

DEX

14 (+2)

CON

12 (+l)

INT

11 (+O)

WIS

5 (-3)

CHA

14 (+2)

Skills Stealth +4

Se nses darkvision 120 ft., passive Perception 7

Lang uages Dwarvish, Undercommon

Challenge 3 (700 XP) (



  • . "•


.


Magic Resistance. The derro savant has advantage on saving

throws against spells and other magical effects.

Spellcasting. The derro savant is a 5th-level spellcaster. Its

spellcasting ability is Charisma (spell save DC 12, +4 to hit with

spell attacks). The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, mage hand, message, prestidigita-

tion, ray of frost

1st level (4 slots): burning hands, chromatic orb, sleep Jl'l

2nd level (3 s lo ts): invisibility, spider climb ~

3rd level (2 slots): lightning bolt

Sunlight Sensitivity. While in sunlight, the derro savant

has disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on s ig ht.

ACTIONS

Quarterstaff. Melee Weapon Attack: +l to hit, reach 5 ft., one 41/11


target. Hit: 2 (ld6 -1) bludgeoning damage.

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CHAPTER 6 I BESTIARY
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