Dwarf:Derro | 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 |
| 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.
- 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.
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