Page 159 - Mordenkainen's Tome of Foes Deluxe
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DER.Ro ··
Derro slink through the subterranean realms, seeking
places that are safe from the perils of the Underdark.
Equal parts fearful and vicious, bands of these dwarf-
kin prey on those weaker than themselves, while giving
simpering obeisance to any creatures they deem more
powerful. Wild-haired, haggard, shuddering, and shab-
bily dressed, a lone derro seems a pitiable creature, but
when a cackling, spitting, growling, howling horde of
them attacks, the sight inspires both fear and revulsion.
Madness and Sorcery. Fractious in groups and
individually weak, derro would have been driven to
extinction long ago but for two elements of their char-
acter. They have an inborn tendency toward paranoia,
DERRO a peculiarity that serves them well as they navigate the
Small humanoid (derro), chaotic evil dangers of the Underdark and its societies. They also
have a stronger-than-normal tendency to develop sorcer-
Armor Class 13 (leather armor) ous power. Individuals who do so become their leaders,
Hit Points 13 (3d6 + 3) known as savants. The derro consider these sorcerers
Speed 30 ft. to be specially blessed by their deity, Diirinka.
Forgotten Duergar. Grandiose fantasies and rampant
STR DEX CON INT WIS CHA fanaticism have obscured the true origin of the derro,
10 (+O) 14 (+2) 12 (+l) 11 (+O) 5 (- 3) 9 (-1) even among themselves. Most dwarves don't recognize
.. derro as kin, but the legends that the derro tell about
Skills Stealth +4 their race and the story that the duergar believe share a
Senses darkvision 120 ft., passive Perception 7
grain of truth.
Languages Dwarvish, Undercommon
According to the duergar, the derro are descended
Challenge 1/4 (SO XP)
from dwarves of a clan that was left behind when the
Magic Resistance. The derro has advantage on saving throws others escaped the mind flayers' rule. They eventually
against spells and other magical effects. also got away, but not before becoming demented and
contorted.
Sunlight Sensitivity. While in sunlight, the derro has
The derro tell their own story of flight and survival
disadvantage on attack rolls, as well as on Wisdom
in the Underdark, and the mind flayers aren't always
(Perception) checks that rely on sight.
the enemy. Laduguer and Deep Duerra don't feature in
their mythic history. Instead they tell of two brothers,
ACTIONS
Diirinka and Diinkarazan, and of how Diirinka cleverly
Hooked Spear. Melee Weapon Attack: +2 to hit, reach 5 ft.,
betrayed his sibling so that he could steal magical power
one target. Hit: 3 (ld6) piercing damage. If the target is Me-
from the evil they escaped. The danger the brothers are
dium or smaller, the derro can choose to deal no damage and said to face in this legend varies, depending on whatever
knock it prone.
foe the savants want to lead their people against, yet the
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 essence of the story remains the same: a lesson of sur-
ft., one target. Hit: 6 (ld8 + 2) piercing damage. vival at any price and an example of how deceitfulness
and cruelty can be virtues.
C HA PTER 6 I BESTl.<\RY

