Small humanoid (derro), chaotic evil

Armor Class 13 (leather armor)

Hit Points 49 (11d6+11)

Speed 30 ft.

9 (-1) 14 (+2) 12 (+1) 11 (0) 5 (-3) 14 (+2)

Skills Stealth +4

Senses darkvision 120 ft.

Languages Dwarvish, Undercommon

Challenge 3 (700 XP)

Insanity. The derro has advantage on saving throws against being charmed or frightened.

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.

Spellcasting. The derro is a 5th-level spellcaster. It’s spellcasting ability is Charisma (save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:

Cantrips (at will): acid splash, light, mage hand, message, ray of frost

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

2nd level (3 slots): invisibility, spider climb

3rd level (2 slots): blink, lightning bolt


Hooked Shortspear. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.

Light Repeating Crossbow. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 6 (1d8+2) piercing damage.