Derro roam the neglected corners of the Underdark, inspiring fear and revulsion with their madness and violence. Descended from dwarves who were left behind when the ancestors of the Duergar escaped the Illithids, the derro were physically stunted and stricken with a nearly species-wide insanity and paranoia. Derro communities - such as they are - are lead by sorcerers known as Savants. For more information on derro, please refer to Mordenkainen's Tome of Foes.
Derro
Ability Score Increase: Your Dexterity increases by 2 and your Constitution increases by 1.
Age: Derro mature and age much quicker than their Dwarven ancestors, reaching maturity at around 18 years old and living up to 200 years, though their violent lifestyle and harsh environment means few live that long.
Alignment: Derro are, as a rule, irrational, violent, xenophobic, and paranoid. The majority of Derro are Chaotic Evil.
Size: Most Derro stand between 3 and 4 feet tall. Your size is Small.
Speed: 30 ft.
Languages: You can speak, read, and write Common, Dwarvish, and Undercommon.
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity: You have disadvantage on Attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Magic Resistance: You have advantage on all Dexterity, Constitution, and Intelligence saves against magic.
Derro Martial Training: You are proficient with leather armour, spears, light crossbows, and quarterstaffs.
Knockdown: When you hit a creature that is Medium or smaller with a melee weapon attack on your turn, you can choose to deal no damage and instead knock the target prone. You can use this ability once, and must complete a short or long rest before you can use it again.
Paranoid Preparations: Though your paranoia can seem baseless to your companions, once in a while it comes in handy. When you finish a long rest, roll 1d20; if the number rolled on the die is below a 10, you may treat it as a 10. Add your proficiency bonus. The total is your preparation number. When you fail an ability check or saving throw, you can choose to use your preparation number instead. Once you use this trait, you cannot do so again until you finish a long rest.
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