Derro Savant
Small humanoid (derro), chaotic evil
- Armor Class 13 (leather armor)
- Hit Points 36 (8d6 + 8)
- Speed 30 ft., climb 30 ft. (even upside down)
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 11 (+0) 5 (-3) 14 (+2)
- Skills & Saves DEX +5
- Senses darkvision 120 ft., passive Perception 7
- Languages Dwarvish, Undercommmon
- Challenge 3 (700 XP)
Deranged Mage. The savant can cast the following spells out of combat:
(At will) mage hand, message, prestidigitationOffensive Actions
Ray of Frost (At Will). Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage and the target's speed is reduced by 10 feet until the start of the savant's next turn.
Burning Hands, 1st (At Will). Each creature in a 15-foot cone must make a DC 12 DEX saving throw. A creature takes 3d6 fire damage on a failed save or half as much damage on a successful one.
Lightning Bolt, 3rd (Recharge 6). A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the savant in a direction of its choice. Each creature in the line must make a DC 12 DEX saving throw. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one.
Defensive Actions
Invisibility, 2nd (1/Day). The savant becomes invisible for up to 1 hour (Concentration). The spell ends if the savant attacks or casts a spell.
Bonus Actions
Light Sleep (Recharge 4-6). The savant chooses a single target within 90 feet. Roll 3d8; if the total is equal to or greater than the target's current hit points, the target falls unconscious until the end of the savant's next turn. The target is awoken if it takes damage, or someone uses an action to shake or slap the target awake. Undead and creatures immune to being charmed aren't affected by this spell.