XP 800
CE Small humanoid (derro)
Init +6; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)
hp 25 (3d8+12)
Fort +5, Ref +3, Will +6
SR 14
Weaknesses vulnerability to sunlight
OFFENSE
Speed 20 ft.
Melee short sword +5 (1d4) or aklys +5 (1d6)
Ranged repeating light crossbow +5 (1d6/19–20 plus poison) or aklys +5 (1d6)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (DC 13)
1/day—daze (DC 13), sound burst (DC 15)
STATISTICS
Str 11, Dex 15, Con 18, Int 10,Wis 5, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Perception +0, Stealth +9
Languages Aklo, Undercommon
SQ madness, poison use
SPECIAL ABILITIES
Madness (Ex)
Derros use their Charisma modifier on Will saves instead of their
Wisdom modifier, and are immune to insanity and confusion effects. Only
a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex)
Derros are not at risk of poisoning themselves when handling poison.
They use Medium spider venom to poison their crossbow bolts, and
generally carry 10 pre-poisoned bolts at all times.
Medium Spider Venom—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
Vulnerability to Sunlight (Ex)
A derro takes 1 point of Con damage after every hour it is exposed to sunlight.