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Small Monstrous Humanoid |
Hit Dice:
|
3d8+3 (16 hp) |
Initiative:
|
+6 |
Speed:
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20 ft. (4 squares) |
Armor Class:
|
19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17 |
Base Attack/Grapple:
|
+3/-1 |
Attack:
|
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison) |
Full Attack:
|
Short sword +4 melee (1d4/19-20) or repeating light crossbow +6 ranged (1d6/19-20 plus poison) |
Space/Reach:
|
5 ft./5 ft. |
Special Attacks:
|
Poison use, spell-like abilities, sneak attack +1d6 |
Special Qualities:
|
Madness, spell resistance 15 vulnerability to sunlight |
Saves:
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Fort +2, Ref +5, Will +6 |
Abilities:
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Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16* |
Skills:
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Bluff +5, Hide +10, Listen +1, Move Silently +8 |
Feats:
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Blind-Fight, Improved Initiative |
Environment:
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Underground |
Organization:
|
Team (2-4), squad (5-8 plus 1 3rd-level sorcerer), or band (11-20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th-8th level) |
Challenge Rating:
|
3 |
Treasure:
|
Standard coins; double goods; standard items |
Alignment:
|
Usually chaotic evil |
Advancement:
|
By character class |
Level Adjustment:
|
- (+2 if sane) |
Derro are afflicted by a form of racial
madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
Derro are
stealthy and bloodthirsty. They like to carefully arrange cruel
traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor
traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to
confusion and
insanity effects. A derro cannot be restored to sanity by any means short of a
miracle or
wish spell.
*The racial
madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium
monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling
poison.
Sneak Attack (Ex): Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of
damage. This ability is just like the
rogue's
sneak attack and subject to the same limitations.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution
damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Find topic in: Rules of the Game |
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