Note: This creature was originally published in the 3E Monster Manual.
|ST: 11||HP: 11||Speed: 5.75|
|DX: 12||Will: 13||Move: 4|
|IQ: 10||Per: 10||SM: -2|
|HT: 11||FP: 11||DR: 3* (see notes)|
|Dodge: 8||Parry: 9||Block: 9|
Repeating Crossbow (14): 1d+1 impaling + follow-up poison (either greenblood oil or spider venom). Greenblood oil does 1d toxic damage (resisted by HT), while spider venom does 2 points toxic damage and 2 ST damage (resisted by HT-1). Acc 4, Range 165/220.
Shortsword (12): 1d+1 cutting or 1d-1 impaling. Reach C, 1.
Traits: Callous; Immunity (Confusion or insanity attacks); Magery 1 (Racially innate spells only); Magic Resistance 2 (Improved); Sadism (9).
Skills: Crossbow-14; Fast-Talk-11; Innate Attack (Projectile)-14; Poison-12; Shield (Buckler)-13; Shortsword-12; Stealth-14.
Spells: Concussion-12; Darkness-12; Daze-12; Sound-12.
Combat Effectiveness Rating: 38 (OR 25 and PR 13).
Notes: Derro wear leather armor (DR 2*) on their Torso and Groin; other body parts have DR 1* (Tough Skin). They bear bucklers (DB 1). They always carry 1d+2 doses of greenblood oil or monstrous spider poison to apply it to their crossbow bolts. Derro are vulnerable to sunlight and lose 1 HT per hour exposed to sunlight and die when it reaches 0. They recover HT lost that way 1-point for every 24 hour sheltered underground. Note that derro are utterly mad.
This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. DUNGEONS & DRAGONS® and D&D® are trademarks of Wizards of the Coast and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www.wizards.com.