Common Derro

Derro, Common
Level 3 (+2)
"I’m as fast as lightning moving uphill in the middle of winter, human! You should have never come up to the Everdeep! Yes, I meant down here of course! What?! You’re so scared you lost all sense of smell, too?!"
——Lacknokas, a Common Derro threatening a confused explorer
Like most Derro, the Commoner is utterly insane, afflicted with the curse of a hateful god for a crime long since forgotten. They wear black leathers, carry a shortsword, and wield a repeating crossbow loaded with poisonous bolts with great enthusiasm against their enemies, both the real and imagined ones. They are capable of strategy, but it takes all of their effort to repress their urges and paranoias long enough to achieve the desired result. Once this period of time is over, they usually backlash and unleash a tirade of ranting and raving of no particular direction or purpose. It is probably because of this insanity that even a common Derro is a proficient and dangerous combatant, as the constant threat of other Derro living so close by requires them to keep a vigilant eye against their own people, let alone encroaching threats.
Awareness
13
Senses
Darkvision
Initiative
13/1d10
Hitpoints: 19
Healing Value: 3
Resilience: +2
Morale
2
AC
15/17
Touch
13
Fort
13
Reflex
13
Will
16
Defenses
Resistances: MR 1d4+1, Immune Confusion
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 14
DEX
12 / 15
CON
11 / 14
INT
11 / 15
WIS
4 / 8
CHA
14 / 18
Saving Throw Modifiers: Roll 2x vs Mind-Affecting
Special Actions
Insanity
When making a Saving Throw against an ability with the Mind-Affecting keyword, make two Saving Throws and take the better result. Additionally, gain one Saving Throw when initially afflicted with a Mind-affecting ability (i.e. only auto-fail the first initial saving throw). (Basic)
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC (ArN 1)
Handaxe
1d6 + 1 (avg 5) Chopping damage
Melee Reach 5ft • One creature
The Derro frantically attempts to hack their enemy to pieces
+5P vs AC (ArN 1)
Light Repeating Crossbow  • Basic
1d6 + 1 (avg 5) Piercing damage
Range 150ft • One creature within range
Shakily, the Derro takes aim at a possible adversary, and fires.
Ghost Sounds  [Metaphysical] • Basic • Pot 1d4+1, MR No
Range 50ft
Create sounds within range, with volume up to that of 4 humanoid creatures.
1d6 + 0 (avg 4) Bludgeoning damage
Grapple -1
Special Attacks (3 AP)
+5 vs AC (ArN 1)
Desperate Swipe  • Basic
3d6 + 1 (avg 12) Chopping damage
Melee Reach 5ft • One creature
The Derro attempts to end its struggle with a reckless attack. After the attack, the Derro grants advantage until its next turn.
+5P vs AC (ArN 1)
Poison Bolt  [Poison] • Basic
2d6 + 1 (avg 8) Necrotic damage
Range 15ft • One creature within range
The Derro releases a bolt dripping in poison.
+3P vs Will
Daze  [Metaphysical] • Basic • Pot 1d4+1, MR No
Range 50ft • One creature within range
On a hit, the target is Dazed for 2d4+2 segments.
+3P vs Will
Gift of Madness [Group, 1 Derro, Limit 1/Rest]  [Metaphysical, Mind-Affecting] • Basic • Pot 1d4+1, MR No
2d6 + 2 (avg 9) Psychic damage
Range 40ft, Area 10ft diameter area • All Creatures within area
The Derro sets off a small burst of psychic energy. On a hit, the target is also Confused [SE, ST 3d10 vs WIS]
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
45 ft
Overland Movement
25 mi/day
Qualities
  • Sunlight Sensitivity: Direct sunlight slowly drains a Derro's energy. For every hour the Derro is subjected to direct sunlight, it suffers 1 Stamina Drain. When the Common Derro has suffered 3 Stamina Drain, it dies.
  • Insane: The entire Derro race is Insane and therefore gains a +1 racial bonus to Morale, a +2 racial bonus to Will defense, and a +5 racial bonus to all Defensive Social skills and Composure. Additionally, the Derro is Immune to Confusion, Insanity, and when subject to an effect with the Mind-Affecting keyword, they make two Saving Throws and take the better result. (inc)
  • Magic Resistance: The creature has Magic Resistance equal to [1d4 + [Mental Rank]]. (inc)
Skills: Escape R2 (+3), Stealth R3 (+9), Listen R2 (+2), Spot R3 (+4), Survival R2 (+2), Thievery R1 (+2), Martial Pract. R1 (+2), Coercion R2 (+5), Deception R1 (+3), Manipulation R2 (+5), Aloofness R3 (+12), Bravery R1 (+8), Suspicion R3 (+9)
Feats: Mental Fortification
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 1 Eldritch
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +0, Brawn: +2
Equipment: Leather Armor,
Charm
+1
Coercion
+5
Deception
+3
Manipulation
+5
Persuasion
-2
Aloofness
+12
Bravery
+8
Intuition
+3
Tolerance
+4
Suspicion
+9
Social
Composure: 22
Languages: Undercommon, Dwarven
Motives: Slay Intruders, Rant Insanities
Prejudices: