Name | Derro |
---|---|
Sorted Name | Derro |
Family | Derro |
Size and Type | Small Humanoid (derro) |
Hit Dice Count | 3 |
Hit Dice | 3d8+12 (25 hp) |
Random Hit Points | 3d8+12 - 12 |
Initiative | +6 |
Speed | 20 ft. |
Armor Class | 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size) |
Base Attack/Grapple | +2/+CMB: +1CMD: 13 |
Attack | short sword +5 (1d4) or aklys +5 (1d6) |
Full Attack | repeating light crossbow +5 (1d8/19-20 plus poison) or aklys +5 (1d6) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | sneak attack +1d6 |
Special Qualities | madness, poison use, darkvision 60 ft.; |
Saves | Fort +5, Ref +3, Will +6 |
Abilities | Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16 |
Skills | Perception +0, Stealth +9 |
Feats | Improved Initiative, Weapon Finesse |
Environment | any underground |
Challenge Rating | 3 |
Organization | solitary, team (2-4), squad (5-8 plus 1 sorcerer of 3rd-5th level), or band (11-20 plus 30% noncombatants plus 3 sorcerers of 3rd-8th level) |
Treasure | NPC Gear (leather armor, short sword or aklys, repeating light crossbow with 10 poisoned bolts, other treasure) |
Alignment | CE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
DerroThis pale blue humanoid has bulging white eyes, wild hair, fourfingered hands, and a large hooked club.Derro CR 3 XP 800CE Small humanoid (derro)Init +6; Senses darkvision 60 ft.; Perception +0DEFENSEAC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)hp 25 (3d8+12)Fort +5, Ref +3, Will +6SR 14Weaknesses vulnerability to sunlightOFFENSESpd 20 ft.Melee short sword +5 (1d4) or aklys +5 (1d6)Ranged repeating light crossbow +5 (1d8/19-20 plus poison) or aklys +5 (1d6)Special Attacks sneak attack +1d6Spell-Like Abilities (CL 3rd)At will—darkness, ghost sound (DC 13)1/day—daze (DC 13), sound burst (DC 15)STATISTICSStr 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16Base Atk +2; CMB +1; CMD 13Feats Improved Initiative, Weapon FinesseSkills Perception +0, Stealth +9Languages Aklo, UndercommonSQ madness, poison useECOLOGYEnvironment any undergroundOrganization solitary, team (2-4), squad (5-8 plus 1 sorcerer of 3rd-5th level), or band (11-20 plus 30% noncombatants plus 3 sorcerers of 3rd-8th level)Treasure NPC Gear (leather armor, short sword or aklys, repeating light crossbow with 10 poisoned bolts, other treasure)SPECIAL ABILITIESMadness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.Though derros dwell deep under most of the surface world's cities, very few know of the sadistic creatures' existence. Descended from mysterious fey that once dwelt deep underground, the derros lust for the comforts of the surface, yet the light of the sun causes them to blister, burn, and die. Derros often abduct surface dwellers to perform hideous experiments on them in their neverending quest to divine what protects those who dwell above from the burning death, yet the intrinsic madness that plagues all derros dooms these experiments to failure every time. In the end, traumatized victims are returned to their homes, memories not quite completely wiped of their ordeal, to live the rest of their lives in vague fear of a nightmare they can't quite recall. A typical derro fights with a short sword or a repeating light crossbow with plenty of poison bolts. Some derros also carry an aklys-a hooked throwing club attached to a 20-footlong cord. This cord limits the club's range, but allows the derro to retrieve it as a moveequivalent action after it has been thrown. Derro leaders are typically sorcerers of at least 3rd level, although they also make excellent rogues. Many derros wield strange and unusual weapons like hooked polearms, eerie whistling aklyses, long hollow spears that can be filled with toxins, or crystalline throwing wedges that shatter on impact to create horrif ic bleeding wounds. A derro stands 3 feet tall and weighs 70 pounds. |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: short sword +5 (1d4) or aklys +5 (1d6), or repeating light crossbow +5 (1d8/19-20 plus poison) or aklys +5 (1d6)
feats: IMPROVED INITIATIVE, WEAPON FINESSE, ,