id | 285 |
---|---|
Name | Dwarf:Derro |
SizeAndType | Medium-Size Humanoid (Dwarf) |
HitDice | 1d8+1 (5) |
Initiative | +0 |
Speed | 15 ft. (scale mail); base 20 ft. |
ArmorClass | 16 (+4 scale mail, +2 large shield) |
Attacks | Dagger +1 melee; or repeating light crossbow+1 ranged |
Damage | Dagger 1d4; crossbow 1d6 and poison |
FaceAndReach | 5 ft. by 5 ft./5 ft. |
SpecialAttacks | |
SpecialQualities | Darkvision, derro traits, SR 18, sunlight vulnerability |
Saves_Fort | 3 |
Saves_Ref | 0 |
Saves_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 |
ClimateAndTerrain | Any 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) |
ChallengeRating_Value | 1 |
Treasure | Standard coins, double goods; standard items |
Alignment | Usually chaotic evil |
Advancement | By character class |
Description |
Combat 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.
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. |