{"name":"Derro","cr":"1\/4","types":"Humanoid (derro)","size":"Small","languages":"Dwarvish, Undercommon","alignment":"Chaotic Evil","description":"","suggestedenvironment":"","ac":"13 (leather armor)","hitpoints":"13","strength":"9","dexterity":"14","constitution":"12","intelligence":"11","wisdom":"5","charisma":"9","movement":"30","fly":"","hover":"","burrow":"","swim":"","climb":"","senses":"darkvision 120ft., passive Perception 7","skills":"Stealth +4","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[p][b][i]Insanity[\/i][\/b]. The derro has advantage on saving throws against being charmed or frightened.[\/p]\r\n[p][b][i]Magic Resistance[\/i][\/b]. The derro has advantage on saving throws against spells and other magical effects[\/p]\r\n[p][b][i]Sunlight Sensitivity[\/i][\/b]. While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.[\/p]","actions":"[p][b][i]Hooked Shortspear[\/i][\/b]. [i]Melee Weapon Attack[\/i]: +2 to hit, reach 5 ft., one target. [i]Hit[\/i]: 1 ([roll:1d4-1]) piercing damage. If the target is a creature, the derro can choose to deal no damage and try to trip the target instead, in which case the target must succeed on a DC 9 Strength saving throw or fall prone.[\/p]\r\n[p][b][i]Light Repeating Crossbow[\/i][\/b]. [i]Ranged Weapon Attack[\/i]: +4 to hit, range 40\/160 ft., one target. [i]Hit[\/i]: 6 ([roll:1d8+2]) piercing damage.[\/p]","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"204868","tabledata":"","tags":"Derro,Out of the Abyss,Humanoid","isShared":"1","templateId":"21"}