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This pale blue humanoid has bulging white eyes, wild hair, four-fingered hands, and a large hooked club.

Derro CR 3
XP 800
CE Small
humanoid (derro)
+6; Senses darkvision 60 ft.; Perception +0

AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)
25 (3d8+12)
+5, Ref +3, Will +6
vulnerability to sunlight


Speed 20 ft.
short sword +5 (1d4) or aklys +5 (1d6)
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)
daze (DC 13), sound burst (DC 15)


Str 11, Dex 15, Con 18, Int 10,Wis 5, Cha 16
Base Atk
+2; CMB +1; CMD 13
Improved Initiative, Weapon Finesse
Perception +0, Stealth +9
Aklo, Undercommon
madness, poison use


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.


This image used by permission of Danny Hedager Krog


Characters with ranks in Knowledge (dungeoneering) can learn more about derro. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. Characters can also use Knowledge (nature) to determine this information, but the DCs are 5 higher.

Knowledge (Dungeoneering)

DC Result

13 This pale-skinned dwarf-like creature is a derro, a degenerate and evil creature of the underground. This result reveals all monstrous humanoid traits.

18 Derro are afflicted by a form of racial madness that gives them delusions of grandeur and a sadistic streak a mile wide. Of course, though other creatures realise this, no derro is capable of recognizing he is out of his mind. A derro is so confident of himself that this manifests as a defence for magics that attack an individuals willpower, against which their deranged minds would naturally have little defence. Derro speak common and undercommon.

23 Though their madness-induced high charisma make derro natural spontaneous casters, they are also highly adapted to a life of stealth and subtefuge. They have the ability to take advantage of unaware or distracted foes to place a telling blow much like a rogue does, are natural poison users and suffer no risk of exposing themselves to the toxins they employ, and have a racial knack for staying quiet and hiding from view.

28 Derro are capable of creating some minor illusory magic and are themselves quite resistant to magic. They are vulnerable to sunlight, but need to stay exposed for hours for this to be damaging to their health. It is possible for derro to be cured of their madness, but only through the use of the most powerful of magics.

Monster Lore from WOTC Community Forums - Monsters and Races - Monster Lore Compendium. Copyright 2007-2008, Author: Evandar_TAybara