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Derro Shadowseeker

Family: Derro

Small humanoid (derro), chaotic evil

Armor Class 17 (studded leather)
Hit Points 112 (15d6 + 60)
Speed 30 ft.

9 (-1) 20 (+5) 18 (+4) 13 (+1) 7 (-2) 14 (+2)

Saving Throws Cha +5
Skills Acrobatics +8, Perception +1, Sleight of Hand +8, Stealth +8
Senses darkvision 120 ft., passive Perception 11
Languages Common, Dwarvish, Undercommon
Challenge 6 (2,300 XP)

Special Traits

  • Erratic Movement. The shadowseeker can take the Disengage or Hide action as a bonus action on each of its turns. In addition, opportunity attacks against the shadowseeker are made with disadvantage.
  • Evasion. If the shadowseeker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the shadowseeker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Magic Resistance. The shadowseeker has advantage on saving throws against spells and other magical effects.
  • Sneak Attack (1/Turn). The shadowseeker deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadowseeker that isn’t incapacitated and the shadowseeker doesn’t have disadvantage on the attack roll.
  • Sunlight Sensitivity. While in sunlight, the shadowseeker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Multiattack. The derro shadowseeker makes three melee attacks.
  • Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
  • Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Maddening Convulsions (Recharge 5-6). The shadowseeker’s body contorts and spasms in bizarre ways, confounding other creatures. Each non-derro creature within 5 feet of the shadowseeker that can see it must succeed on a DC 15 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the shadowseeker’s Maddening Convulsions for the next 24 hours.


This blue-skinned creature wears leather armor smeared with blood and filth, though the dagger it wields is immaculate. Its milky eyes complement equally white hair, which sprouts chaotically from its head. Its movements are twitchy and unpredictable.

Erratic Combatants. Derro shadowseekers manifest their insanity in their physicality. They seem to have a continual series of muscle spasms that control their movements. Their apparent randomness is distracting to their foes, which enables them to better land killing blows. The bafflement they cause in combat also allows them to move about the battlefield without heed for their safety, as practiced blows fail to land on them.

Unreliable Allies. Shadowseekers are aware they are more effective when allying with other creatures, but they detest working with others. If a situation forces shadowseekers to work with allies, they often mock their ostensible partners and work to maneuver their allies into unfavorable positions. A squabbling group of shadowseekers invokes a bewildering array of threats and ridicule that often throws off their foes.

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.

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