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