Derro | CR 3 |
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Usually CE Small Monstrous Humanoid Init +6; Senses Listen +1, Spot +NaN Languages — |
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AC 19, touch 13, flat-footed 17 hp 16 (3 HD) SR 15 Fort +2, Ref +5, Will +6 Weakness vulnerability to sunlight |
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Speed 20 ft., Melee Short sword +4 (1d4/19-20) Ranged Repeating light crossbow +6 (1d6/19-20 plus poison) Space 5 ft.; Reach 5 ft. Base Atk +3; Grp −1 Atk Options Blind-Fight, sneak attack +1d6 Spell-like Abilities (CL 3): At will—darkness, ghost sound 1/day—daze (DC 13), sound burst (DC 15) The save DCs are Charisma-based |
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Abilities Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16* SQ madness Feats Blind-Fight, Improved Initiative Skills Bluff +5, Hide +10, Listen +1, Move Silently +8 Advancement By character class Level adjustment - (+2 if sane) |
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Madness (Ex) Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. *The racial madness of the derro provides a +6 bonus to their Charisma scores and a -6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex) Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex) Any time a derro's opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue's sneak attack and subject to the same limitations.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills Derro have a +4 racial bonus on Hide and Move Silently checks. |