Derro Prodigy

Derro, Prodigy
Level 6 (+4)
"Get off my roof! I pay the taxes and you haven’t even tried to steal anything yet! Such poor mannered house guests deserve to be fed cake. FLAME CAKE! It’s not spicy but it’s hot as hell!"
——Candrios, Derro Prodigy attacking a group of adventurers from his ceiling.
The Derro Prodigy is truly possessed of the curse of madness bestowed upon their race and can channel deadly magics that aid in both incinerating foes and utilizing irrational battle tactics. They wear simple black leather armor and carry a dagger, which they will use often despite their inherent magical powers. Even with a lack of coherence in their heightened madness, Derro Prodigies are extremely dangerous, having little to no self-control by even the standards of their race, lashing out at anything they perceive to be an enemy, including creatures that don’t actually exist. This particular affinity for chaos allows them to project their madness on to others, which they will attempt to do at every given opportunity.
Awareness
17
Senses
Darkvision
Initiative
18/1d8
Hitpoints: 54
Healing Value: 10
Resilience: +2
Morale
3
AC
18/20
Touch
16
Fort
15
Reflex
16
Will
19
Defenses
Resistances: MR 1d4+3, Immune Confusion
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
11 / 12
DEX
15 / 16
CON
10 / 11
INT
9 / 15
WIS
6 / 12
CHA
18 / 24
Saving Throw Modifiers: Roll 2x vs Mind-Affecting
REC 7
Actions (+3 AP)
Standard Attacks (2 AP)
+8 vs AC (ArN 1)
Dagger
1d6 + 2 (avg 6) Piercing damage
Melee Reach 5ft
+7 vs Reflex
Flame Burst  [Metaphysical, Fire] • Advanced • Pot 1d4+4, MR No
4d6 + 4 (avg 18) Fire damage
Area 15ft Cone • All creatures within area
The Progidy vibrates uncontrollably while muttering in tongues, just before releasing a blast of wild fire from its hands
1d6 + 0 (avg 4) Bludgeoning damage
Grapple +2
Special Attacks (3 AP)
+7P vs Will
Crippling Hysteria  [Metaphysical, Mind-Affecting] • Advanced • Pot 1d8+4, MR No
Range 50ft • Once Creature within Range.
A wave of psychic energy bursts forth from the Prodigy, crippling its foe. On a hit, the target is Stupefied [SE, ST 3d10 vs WIS].
+7P vs Will
Daze  [Metaphysical] • Basic • Pot 1d4+4, MR No
Range 50ft • One creature within range.
On a hit, the target is Dazed for 2d4+2 segments.
+7 vs Will
Wave of Madness  [Metaphysical, Mind-Affecting] • Advanced • Pot 1d4+4, MR No
Area 30ft cone
On a succesfull hit, the targets are Confused [SE, ST 4d10 vs WIS]
Spider Climb  [Metaphysical] • Advanced • Pot 1d4+4, MR No
Duration 1 phase, the Derro Prodigy gains the ability to Climb along veriticle surfaces and ceilings at its skirmish speed.
Flaming Effigy [Limit 1/Rest]  [Metaphysical, Fire] • Advanced • Pot 1d4+4, MR No
The Prodigy lights itself on fire, burning itself out as an avatar of madness in the name of its god. For 10 rounds, the Prodigy adds +2d6 Fire Damage to all of its damaging powers. It also gains an Aura (5ft) of flame that deals 2d6 Fire Damage to any creature that enters the area. At the end of the 10 Rounds, the Derro loses this ability and is reduced to 0 hitpoints.
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 R3 (+6), Stealth R4 (+12), Listen R4 (+7), Spot R4 (+7), Alchemy R3 (+5), Ritual Casting R3 (+5), Survival R2 (+3), Eldritch Arts R3 (+8), Coercion R3 (+8), Deception R2 (+6), Manipulation R4 (+10), Aloofness R4 (+15), Bravery R2 (+11), Suspicion R4 (+12)
Feats: Mental Fortification, Fast Initiative
Philosophies: Rank 3 Mental, Rank 1 Physical, Rank 4 Eldritch
Combat Training: Cast 1, Melee 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +5, Brawn: -2
Equipment: Leather Armor,
Charm
+2
Coercion
+8
Deception
+6
Manipulation
+10
Persuasion
-1
Aloofness
+15
Bravery
+11
Intuition
+4
Tolerance
+6
Suspicion
+12
Social
Composure: 28
Languages: Undercommon, Dwarven
Motives: Slay Intruders, Rant Insanities
Prejudices: