Armor Class
13
Derro Savant
Small Aberration · Chaotic Evil
Hit Points
36 (8d6 + 8)
Speed
Walk 30 ft.
CR
3
Traits
Magic Resistance
The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity
While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.
Actions
Quarterstaff
Melee Weapon Attack +1 to hit, reach 5 ft., one target. 2 () Bludgeoning damage.
Chromatic Beam
The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 () Radiant damage on a failed save, or half as much damage on a successful one.