Derro (4e Creature)

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A derro venomblade infiltrating the surface.

Derro were created by Diirinka in ages past. Actions of their ancestors caused their lands to lie beneath the surface in the Underdark today. Derro resemble small dwarves with pale white to blue skin, usually with shades of gray. Derro are naturally deviant because of their unusual heritage and their creator.

The only unifying trait of the derro is cruelty– every individual, even the children, takes great pleasure in inflicting pain upon others. Other races get the impression that they particularly enjoy breaking the spirit of captured enemies. The chaotic society they form precludes any orderly hierarchy, leading to one that is sparsely populated. Many times a ruler holds power solely because he has enough slaves to enforce his rule. It is rare that a single individual holds any position in society for more than a few months; assassination usually ends their term prematurely. Their deviancy has led to a social law that dictates that only the victim of an attack can press charges against the assailant, so assassinations are commonplace. Derro are worshipers of Diirinka.

Derro Vocalist

Derro vocalists use scream of madness to great effect. Many times it can be found serving under a derro madguard. Arguably more deviant than most of its kin, a vocalist shrieks and howls nearly constantly.

Derro Vocalist
Level 5 Artillery
Small natural humanoid
XP 200
Initiative +4 Senses Perception +3, darkvision
HP 52; Bloodied 26
AC 17; Fortitude 17, Reflex 17, Will 19
Saving Throws +5 against domination effects
Speed 5
Basicmelee.png Short Swordat-will
Effect: +12 vs. AC; 1d6 + 4 damage.
Basicranged.png Hand Crossbowat-will
Effect: Ranged 10/20; +12 vs. AC; 1d6 + 4 damage.
Close.png Scream of Madnessencounter
Effect: Close blast 3; +8 vs. Will; 1d6 + 7 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Skills Dungeoneering +5, Intimidate +9
Str 15 (+4) Dex 14 (+4) Wis 12 (+3)
Con 16 (+5) Int 15 (+4) Cha 20 (+7)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment hand crossbow with 20 bolts, short sword

Derro Vocalist Tactics

A vocalist draws opponents in close with its hand crossbow. Once it has its opponents nearby it unleashes its scream of madness. After screaming it draws its short sword and hacks away.

Derro Madguard

Derro madguards serve as heads of command for small groups of derro. It often leads scouting parties and reconnaissance groups that wander the tunnels farthest from derro cities. The command a madguard offers appeals to many derro who disregard themselves and desire to expedite combat.

Derro Madguard
Level 5 Elite Soldier (Leader)
Small natural humanoid
XP 400
Initiative +6 Senses Perception +8, darkvision
Fortification of Madness aura 5; all allies gain another use of a power they know at the expense of overextending themselves. The action becomes a free action, the recharge is negated, and the effect includes "When using this power one must use this power against themselves after using it initially for each target it effected as a free action."
HP 136; Bloodied 68
AC 23; Fortitude 21, Reflex 17, Will 19
Saving Throws +2; +5 against domination effects
Speed 5
Action Points 1
Basicmelee.png Longswordat-will
Effect: +12 vs. AC; 1d8 + 4 damage, and the derro madguard makes a secondary attack. Secondary attack: +10 vs. Fortitude; see greenblood oil for the effect.
Basicranged.png Hand Crossbowat-will
Effect: Ranged 10/20; +12 vs. AC; 1d6 + 4 damage, and the derro madguard makes a secondary attack. Secondary attack: +10 vs. Fortitude; see greenblood oil for the effect.
Close.png Scream of Madnessencounter
Effect: Close blast 3; +8 vs. Will; 1d6 + 5 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Greenblood Oil
Effect: A creature hit by a weapon coated in greenblood oil takes ongoing 5 poison damage (save ends). First Failed Save: The target is also dazed (save ends). Second Failed Save: The target is stunned instead of dazed (save ends).
Skills Dungeoneering +5, Intimidate +7
Str 18 (+6) Dex 14 (+4) Wis 12 (+3)
Con 20 (+7) Int 15 (+4) Cha 16 (+5)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment chainmail, hand crossbow with 20 bolts coated in greenblood oil, heavy shield, longsword coated in greenblood oil

Derro Madguard Tactics

A madguard will eagerly fight but prefers to bring other derro, particularly derro vocalists, into the fray so that it can maximize the benefit of its fortification of madness aura. If multiple madguards are working together, they use scream of madness to try to force targets into attacking them. They engage the opponents, allowing the remaining troops to move around and flank the enemy.

Derro Mindscar

Derro mindscars are apprentice magic users whose mental capabilities are flighty. A mindscar's powers often leave victims damaged for extended periods of time, although few actually survive its vicious attacks. It studies under a derro savant and wears a brown robe to signify its status as an apprentice. Though a derro mindscar is only a novice, it considers itself above most other derro; at times small groups of mindscars slay savant masters.

Derro Mindscar
Level 8 Controller
Small natural humanoid
XP 350
Initiative +7 Senses Perception +6, darkvision
HP 90; Bloodied 45
AC 22; Fortitude 20, Reflex 20, Will 22
Saving Throws +5 against domination effects
Speed 5
Basicmelee.png Short Staffat-will
Effect: +13 vs. AC; 1d6 + 5 damage.
Ranged.png Mental Blastat-will
Effect: Ranged 10; +12 vs. Will; 1d8 + 5 psychic damage, and the target is dazed until the end of the derro mindscar's next turn.
Ranged.png Phantasmal Assailant ♦ recharge D6 (6).png
Effect: Ranged 10; +12 vs. Will; 2d6 + 5 psychic damage, the target takes a −5 penalty to will defense until the end of the derro mindscars next turn, and the derro mindscar picks one of the targets powers as a phantom power of his own (save ends).
Close.png Scream of Madnessencounter
Effect: Close blast 3; +10 vs. Will; 1d6 + 10 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Skills Arcana +12, Dungeoneering +8, Intimidate +12
Str 17 (+7) Dex 16 (+7) Wis 14 (+6)
Con 18 (+8) Int 17 (+7) Cha 22 (+10)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment brown robes, short staff

Derro Mindscar Tactics

A derro mindscar's mental powers are unstable and erratic and it knows it. If a mindscar deems an opponent dangerous it will use phantasmal assailants to overpower an opponent's mind and then imitate the opponent for as often and long as possible. If it deems an opponent docile it may try to enslave it. When led by a derro savant it will usually ease the assault as foes weaken so that its more skilled leader can do as he pleases to the victims or otherwise subdue them for later use.

Derro Venomblade

Venomblades focus efforts on mastering the arts of stealth and assassination, rather than developing mental talents. Skilled in the use of many poisons and able to strike before the opponent knows that danger is present, a venomblade can quickly take out small groups of enemies. It is also notorious for infiltrating deep into the heart of hostile cities.

Derro Venomblade
Level 9 Skirmisher
Small natural humanoid
XP 400
Initiative +11 Senses Perception +8, darkvision
HP 98; Bloodied 49
AC 21; Fortitude 23, Reflex 21, Will 22
Saving Throws +5 against domination effects
Speed 5
Basicmelee.png Daggerat-will
Effect: +14 vs. AC; 1d4 + 5 damage, the derro venomblade makes a secondary attack against the same target, and the derro venomblade shifts 1 square. Secondary Attack: +12 vs. Fortitude; see greenblood oil for the effect.
Basicranged.png Daggerat-will
Effect: Ranged 5/10; +14 vs. AC; 1d4 + 5 damage, and the derro venomblade makes a secondary attack against the same target. Secondary Attack: +12 vs. Fortitude; see greenblood oil for the effect.
Melee.png Assassinate ♦ the derro venomblade has combat advantage against the target
Effect: The derro venomblade makes two dagger attacks with a +2 bonus on the attack roll. If both dagger attacks hit the same target, the target takes an extra 1d4 + 5 damage and ongoing 5 damage (save ends).
Melee.png Subterfuge ♦ the derro venomblade must have started its turn with total concealment
Effect: +12 vs. Fortitude; 1d4 + 5 damage, the derro venomblade makes a secondary attack against the same target and the target falls unconscious (save ends). Secondary Attack: +12 vs. Fortitude; see greenblood oil for the effect.
Close.png Scream of Madnessencounter
Effect: Close blast 3; +10 vs. Will; 1d6 + 8 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Greenblood Oil
Effect: A creature hit by a weapon coated in greenblood oil takes ongoing 5 poison damage (save ends). First Failed Save: The target is also dazed (save ends). Second Failed Save: The target is stunned instead of dazed (save ends).
Skills Dungeoneering +5, Intimidate +9, Stealth +9
Str 17 (+7) Dex 21 (+9) Wis 12 (+5)
Con 18 (+8) Int 20 (+9) Cha 19 (+8)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment 9 daggers coated in greenblood oil, 10 doses of greenblood oil

Derro Venomblade Tactics

A venomblade prefers to ambush targets from hiding and will usually refrain from attacking until it can do so with favorable conditions. Its efforts are focused on the most obviously dangerous targets first, especially if it can discern a clear leader amongst the enemy. In groups venomblades quickly flank enemies to make the best use of their assassinate ability or they use scream of madness to temporarily stall combat so they can retreat to more advantageous positions.

Derro Savant, Variant

Derro savants are spellcasters who initially gained power through the chaotic forces of savants' own minds. The powers of a savant's mind are honed to heightened levels through structured discipline and study. Lesser apprentices called mindscars often accompany savants, but they are otherwise rarely found amongst other derro. A derro savant dresses in a dull grey robe made of silk, a rare commodity in the Underdark, to distinguish its superiority over other derro.

Derro Savant, Variant
Level 11 Elite Controller (Leader)
Small natural humanoid
XP 1,200
Initiative +8 Senses Perception +7, darkvision
Diirinka's Blessing aura 15; all allies may drop their hit points to their bloodied value expressed as a negative number and die as a minor action. When an ally does this hundreds of fiery gaping smiling mouths fly forth from the derro savant's short staff and in a close burst 4 around the fallen ally they become white fire dealing +16 vs. AC; 4d8 + 9 fire damage (+16 vs. AC; 2d8 + 9 fire damage if the ally was bloodied). Miss: Half damage.
HP 230; Bloodied 115
AC 27; Fortitude 25, Reflex 23, Will 27
Saving Throws +2; +5 against domination effects
Speed 5
Action Points 1
Basicmelee.png Short Staffat-will
Effect: +16 vs. AC; 1d6 + 5 damage, and the derro savant makes a secondary attack. Secondary attack: +15 vs. Fortitude; see greenblood oil for the effect.
Basicranged.png Hand Crossbowat-will
Effect: Ranged 10/20; +16 vs. AC; 1d6 + 5 damage, and the derro savant makes a secondary attack. Secondary attack: +15 vs. Fortitude; see greenblood oil for the effect.
Ranged.png Illusory Ambushat-will
Effect: Ranged 10; +15 vs. Will; 1d8 + 5 psychic damage, and the target takes a –2 penalty on attack rolls until the end of the derro savant's next turn.
Close.png Scream of Madnessencounter
Effect: Close blast 3; +13 vs. Will; 2d6 + 11 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Area.png Illusory Wallencounter
Effect: Wall 32 squares up to 8 squares long; the wall is treated as obscured terrain and hindering terrain on any ground squares it resides on. The derro savant may only have 1 wall at any given time. The wall remains until it is dismissed (free action).
Greenblood Oil
Effect: A creature hit by a weapon coated in greenblood oil takes ongoing 5 poison damage (save ends). First Failed Save: The target is also dazed (save ends). Second Failed Save: The target is stunned instead of dazed (save ends).
Skills Arcana +14, Dungeoneering +9, Intimidate +13
Str 18 (+9) Dex 17 (+8) Wis 15 (+7)
Con 19 (+9) Int 18 (+9) Cha 23 (+11)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment grey silk robes, hand crossbow with 20 bolts coated in greenblood oil, short staff coated in greenblood oil

Derro Savant Tactics

A derro savant uses illusory wall to set up ambush spots and determine the battlefield. It then hits as many foes as possible with illusory ambush. A savant typically reserves scream of madness for particularly troublesome opponents. Use of scream of madness by the derro savant will cause its victim to turn against its own forces. If the savant gets overwhelmed it is not uncommon for nearby allies to die for him.

Derro Lunatic Priest

Derro lunatic priests are fanatical worshipers of Diirinka and are the highest-ranking of the derro. A lunatic priest dresses itself in a ceremonial white robe emblazoned with hundreds of gaping smiling mouths, the holy symbol of its deity. A lunatic priest is the voice of Diirinka.

Derro Lunatic Priest
Level 14 Artillery
Small natural humanoid
XP 1,000
Initiative +11 Senses Perception +15, darkvision
HP 111; Bloodied 55
AC 26; Fortitude 26, Reflex 26, Will 28
Saving Throws +5 against domination effects
Speed 5
Basicmelee.png Maceat-will
Effect: +21 vs. AC; 1d8 + 6 damage, and the derro lunatic priest makes a secondary attack. Secondary attack: +19 vs. Fortitude; see greenblood oil for the effect.
Ranged.png Bolt of Lunacyat-will
Effect: Ranged 5; +19 vs. Will; 1d10 + 6 psychic damage.
Ranged.png Diirinka's Hideous Laughterat-will
Effect: Ranged 10; +19 vs. Will; the target is knocked prone at the end of its turn each round and takes a –2 penalty to saving throws against powers with the psychic keyword (save ends both).
Close.png Perfect Deviancy ♦ recharge D6 (5).png D6 (6).png
Effect: Close blast 3; +19 vs. Fortitude; the target contracts cackle fever.
Close.png Scream of Madnessencounter
Effect: Close blast 3; +17 vs. Will; 2d6 + 14 psychic damage, and the target is dazed. Miss: Half damage, and the target is not dazed.
Fabric of the Far Realmencounter
Effect: The derro lunatic priest summons aberrant creatures from the Far Realm. Summoned creatures are summoned to random locations on the battlefield (determine the number of squares and roll the next largest die; reroll if the roll is not one of the square's numbers). Summoned creatures roll initiative to determine when they act in the initiative order. One of the following groups of creatures are summoned by rolling a d8, or one can summon aberrations of level 7 encounters:
Greenblood Oil
Effect: A creature hit by a weapon coated in greenblood oil takes ongoing 5 poison damage (save ends). First Failed Save: The target is also dazed (save ends). Second Failed Save: The target is stunned instead of dazed (save ends).
Skills Dungeoneering +7, Intimidate +16, Religion +17
Str 20 (+12) Dex 19 (+11) Wis 17 (+10)
Con 21 (+12) Int 20 (+12) Cha 25 (+14)
Alignment Chaotic evil Languages Common, Deep Speech
Equipment ceremonial robes, chainmail, heavy shield, mace coated in greenblood oil

Derro Lunatic Priest Tactics

A lunatic priest is more concerned with spreading the mad word of Diirinka than its own life. Thus it fights with reckless abandonment, attempting to strike as many opponents as possible with perfect deviancy so that they will be afflicted even if the priest should die. If it can, it will use Diirinka's hideous laughter on foes to weaken their resolve before using other abilities. A derro lunatic priest will normally explain its understanding of the Far Realm they have mastered in Diirinka's name by summoning a few creatures from its fabric as combat gets hairy.

Derro Lore

A character knows the following information with a successful Nature check.

DC 15: Derro are warped crossbreeds of human and dwarf that live beneath the surface of the earth, deep within the Underdark. They are wholly evil and take great pleasure in enslaving and torturing others. Derro have little society.

DC 20: Most derro prefer to take prisoners and slaves instead of killing their opponents. Slaves usually wind up dying in derro cities. Derro are worshipers of Diirinka, the patron deity of betrayal, cruelty, insanity, knowledge, madness, and treachery.

Encounter Groups

Derro are rarely encountered alone. Since derro are regarded as enemies by most other races, save for a few they may make agreements with, they are usually only accompanied by a handful of their kin. Often, the only races which accompany them are enslaved.

Level 5 Encounter (XP 1,000) — Derro Patrol

Level 8 Encounter (XP 1,800) — Derro Elite Guard

Level 9 Encounter (XP 2,700) — Derro Assassin Squad

Level 11 Encounter (XP 3,100) — Derro Tutelage

Level 15 Encounter (XP 6,100) — Voice of Diirinka

Level 19 Encounter (XP 12,000) — Derro Outpost

Level 22 Encounter (XP 21,600) — Diirinka Honor Guard



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