Chaotic Evil Small Humanoid (4-ft tall)
FREQUENCY: Very Rare
NO. APPEARING: 3-30
SURPRISE: 33%
SENSES: infravision (30-ft), ultravision (120-ft)
ARMOR CLASS: 5 (AR 7, studded)
SPEED: 6" (Base 9")
HIT DICE: 3 (hp 13)
% IN LAIR: 20%
TREASURE TYPE: See description
ATTACK AC 0: 16
MELEE: By weapon
MISSILE: By weapon
SPECIAL ATTACKS: poison - Hits As: normal
SPECIAL DEFENSES: agile (Dex 16)
WEAKNESS: nausea in sunlight
MAGIC RESISTANCE: 85%
INTELLIGENCE: Very to Genius
MORALE: +15%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common (some), Derro, Undercommon
LEVEL: III
Derroes are very much like humans, only shorter and slightly more muscular in proportion to their height. Their features tend towards grossness. Their hair is pale tan or yellow, their skin is very white with a bluish undertone, and their eyes are very large.
The derro are a degenerate race of dwarf-like stature, possibly a cross between Evil humans and dwarves. They inhabit the great subterranean realms common to drow and their ilk (kuo-toans, mind flayers, troglodytes, etc.). Although the derro hate light and suffer from nausea in sunlight, they venture out upon the surface of the earth at night through secret shaft openings to steal and kidnap humans for slaves. Rumor says that some humans are actually eaten as well. Derros have high Dexterity (15-18), so armor class must be adjusted accordingly.
The derroes are said to have a major stronghold somewhere deep beneath the ground, and there their savants plot and scheme to devastate the upper world and enslave all mankind.
Derroes have poor infravision (30-foot range) but good ultravision (120 feet).
Campaign Rule. Derro warriors have an average 16 Dexterity and are experts at using poison (no bonus to saves and only expose themselves on an attack roll of natural 1).Armor and weapons are as follows.
01-40
Forty to 50% of the time studded leather armor and a repeating light crossbow (12" maximum range, 2 shots per round, 6-bolt capacity, 1-3 points of damage) will be used. Derro poison on the arrows gives an additional 2-12 points of damage unless a save is made.
41-60
Studded leather armor, a hook fauchard (a weapon over 6-feet long that does 1-4 points of damage and is 25% likely to pull a man-sized or smaller victim off balance), and a dagger will be used 20-30% of the time.
61-80
Scaled leather armor (dragon hide or something similar which is equal to mail in protection), a dagger, a buckler (spiked, equal to a dagger in attack), and an aklys are used 10-20% of the time. An aklys is spiked and hooked so as to be half as effective as a hook fauchard in pulling opponents down or off balance.
81-00
Ten to 20% of the time scaled leather armor, a buckler, a spear, and a leather pick (doing damage as a military pick) will be used.
For every 3 derroes encountered there will be 1 having 4 hit dice. For every 6 derroes encountered there will be 1 having 5 hit dice. If 10 or more are encountered, there will be a 7-hit dice leader and a 6-hit dice lieutenant. All of these higher level derroes are in addition to the initial number encountered.
All higher level derroes wear scaled leather and use superior weapons.
If 20 or more derroes are encountered, there will be a savant (detailed below) and 2 student savants as well.
A derro lair will always have 30 plus 3-12 additional normal derroes, a corresponding number of higher level leaders, 1-3 savants, 2-5 student savants, 15-40 slaves (80% female), and 1-3 gargoyles (70%; 01-70), or a lamia (30%, 71-00) as allies.
They speak a language of their own, some Common, and know the trade vernacular of the underground world.
Aklys, thrown. 1d4/1d4; ROF 1/1; Speed 3; Range 1"/-/-; Armor Rating Adj: 2: (+6), 3: (+5), 4: (+4), 5: (+3), 6: (+2), 7: (+1), 8: (+0), 9: (+0), 10: (+0); Weight 3.5-lbs. Control is through a 20-ft thong.
When hit, roll d100 and 01-12 indicates a Man-sized or smaller target is snagged. The target must roll a save vs Petrify or be pulled off-balance and a save missed by 4 or more indicates the creature has been pulled prone (save avoids). The target can use an action to make a minor Strength (Open Doors) check to disentangle themselves or can do 4 points of slashing damage to the thong to cut it (AC 8). While snagged, the target cannot move away from the derro unless they weigh two times or more (and typically additional derro grab the thong resulting in a -1 penalty for each additional to the save each round).
Crossbow, derro (light repeating). 1d3/1d4; ROF 2/2*; Speed 5; Range 3"/6"/12"; Armor Rating Adj: 2: (+2), 3: (+1), 4: (+0), 5: (+0), 6: (-1), 7: (-2), 8: (-3), 9: (-3), 10: (-3); medium size; * repeating: ROF is 2/2 while using a clip (6 bolt cap.); changing a clip requires a major action.
Hook-fauchard. 1d4/1d4; Speed 9; Space 1; Length 8-ft; Armor Rating Adj: 2: (+1), 3: (+1), 4: (+0), 5: (-1), 6: (-1), 7: (-1), 8: (+0), 9: (+0), 10: (+0); dismount, medium size, polearm, trip); Weight 8-lbs. Use the rules above for targets of the hook-fauchard, although the chance of being snagged is 01-25 on the d100.
Savant derroes are sage-like, with the ability to use any sort of magic item and weapon. They cast spells as follows:
1. Affect Normal Fires
2. Anti-magic Shell
3. Blink
4. Charm person
5. Cloudkill
6. Creation, minor
7. ESP
8. Hypnotic pattern
9. Ice storm
10. Invisibility
11. Levitate
12. Light
13. Lightning bolt
14. Paralyzation
15. Repulsion
16. Shadow magic
17. Spider climb
18. Ventriloquism
19. Wall of fog
20. Wall of force
They have apprentices known as student savants, or merely students. The latter know only a minor field of study and are only 25% likely to be able to use a non-fighter magic item. Derro savants have 5-8 hit dice; students have 4-7.
Scholars will have 2-3 useful (and used) magic items of offensive and/or defensive nature, while students will have 1 lesser item.
Savants will know 6-9 spells, students 1-3. They also comprehend languages and read magic. Performance is at 12th level of ability.
Typical magic items possessed are any potion; any scroll; rings of fire resistance, invisibility, protection, and spell storing; any wand; studded leather +1 armor and shields; any swords up to +3; bracers of defense, brooch of shielding, cloak of protection, etc.; and any miscellaneous weapons.