⊕ Show advanced search options ⊖ Hide advanced search
Size & Type (subtype):Medium-Size Humanoid (Dwarf)Hit Dice:1d8+1 (5)
Initiative:   +0   Speed:   15 ft. (scale mail); base 20 ft.  
Armor Class:   16 (+4 scale mail, +2 large shield)   Attacks:   Dagger +1 melee; or repeating light crossbow+1 ranged  
Damage:   Dagger 1d4; crossbow 1d6 and poison   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Darkvision, derro traits, SR 18, sunlight vulnerability  
Saving Throws  Fortitude: 3  
Reflex: 0  
Will: 0  
Abilities:   Str: 9
Dex: 14
Con: 13
Int: 10
Wis: 10
Cha: 6
Skills:   Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2   Feats:   Blind-Fight  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or platoon (30-100 plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   Standard coins, double goods; standard items   Alignment:   Usually chaotic evil  
Advancement:   By character class  



Derro are encountered only in squads or platoons, carrying daggers, spiked bucklers, and repeating light crossbows that fire poisoned bolts. This poison is either greenblood oil or a substance that causes initial and secondary damage of 2d6 points of temporary Strength (Fortitude negates DC 14). Derro have very few clerics, but those who follow this path can choose two of the following domains: Chaos, Destruction, Evil, and Trickery. Derro savants are at least 5th-level sorcerers; they have one to three Knowledge skills (usually arcana and other esoteric fields) and are able to use any magic item or weapon. A savant is accompanied by two lower-level students, each of which has one minor magic item.

Derro Traits (Ex): Derro benefit from a number of racial traits.

  • Spell resistance 18.
  • +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
  • +2 racial bonus to Will saves against spells and spell-like abilities.
  • +2 racial bonus to Fortitude saves against all poisons.
  • +4 dodge bonus against giants, through special defensive training.
  • Darkvision up to 30 feet.
  • Stonecunning: Dwarves receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Sunlight Vulnerability (Ex): Derro take 1 point of temporary Constitution damage for every hour they are exposed to sunlight, dying when their Constitution reaches 0. Lost Constitution points are recovered at the rate of 1 per day out of the sun.
  • Blind-Fight feat.

Skills: Dwarves receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal.

Derro Characters

A derro's favored class is fighter.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002