Derro Explorer
Small Humanoid any non-good alignment
- Armor Class: 15 (studded leather)
- Hit Points: 44 (8d6+16)
- Speed: walk 30 ft.
- Challenge Rating: 2 (450 XP)
- Source: Tome of Beasts 2, page 97
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 13 (+1) |
16 (+3) |
14 (+2) |
10 (+0) |
12 (+1) |
5 (-3) |
- Skills: athletics +3, perception +3, stealth +5, survival +5
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Common, Dwarvish, Undercommon
Special Abilities
- Cavern Traveler: Difficult terrain composed of stalagmites, tight spaces, and other rocky underground terrain doesn't cost it extra movement. In addition, the derro explorer has advantage on ability checks to climb rocky underground terrain.
- Humanoid Hunter: When the derro explorer hits a humanoid with a weapon attack, the weapon deals an extra 1d6 damage of its type.
- Insanity: The derro has advantage on saving throws against being charmed or frightened.
Actions
- Scimitar: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
- Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
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