Derro Guard

Family: Derro

Small humanoid (derro), any non-good alignment

Armor Class 13 (leather armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft.

10 (+0) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 9 (-1)

Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Common, Dwarvish, Undercommon
Challenge 1/2 (100 XP)

Special Traits

  • Aklys Thrower. If the derro hits a target within 30 feet of it with a ranged attack with its aklys, it can use its bonus action to retrieve the aklys and make another attack against the same target.
  • 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 (Perception) checks that rely on sight.


  • Aklys. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern.

Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters.

Assassins for Hire. Derro outposts can be found in the slums of many surface cities.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

This is not the complete section 15 entry - see the full license for this page