Page 159 - Mordenkainen's Tome of Foes Deluxe
P. 159

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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
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