Derro, Abysswalker
Small Humanoid chaotic evil
- Armor Class: 16 (breastplate)
- Hit Points: 112 (15d6+60)
- Speed: walk 25 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Tome of Beasts 3, page 113
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 11 (+0) |
18 (+4) |
18 (+4) |
10 (+0) |
7 (-2) |
17 (+3) |
- Saving Throws: Str +3, Wis +1, Cha +6
- Skills: perception +-2
- Damage Immunities: poison
- Damage Resistances: cold, fire, lightning
- Condition Immunities: poisoned
- Senses: darkvision 120', passive Perception 11
- Languages: Abyssal, Common, Dwarvish, Undercommon
Special Abilities
- Insanity: Advantage on saves vs. being charmed or frightened.
- Poisonous Vapors: When a creature enters a space within 5 ft. of abysswalker or starts its turn there that creature: 13 (2d12) poison and is poisoned until the start of its next turn (DC 15 Con half damage and isn't poisoned.)
- Sunlight Sensitivity: In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.
Actions
- Multiattack: One Bite one Claw and one Scimitar or it makes one Bite and two Scimitar attacks.
- Bite: Melee Weapon Attack: +7 to hit, 5 ft., one target, 6 (1d4+4) piercing damage and 5 (2d4) poison.
- Claw: Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) bludgeoning damage and target is grappled (escape DC 15) if it is a Med or smaller creature. Until this grapple ends target is restrained and abysswalker can't make Claw attacks vs. other targets.
- Scimitar: Melee Weapon Attack: +7 to hit, 5 ft., one target, 7 (1d6+4) slashing damage.
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