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.
Class: Mundane.
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.
Variants
Adventure Ideas
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