Sources
CR
Type
Size
Alignment
Movement

Derro Apprentice

Small Aberration, Chaotic Evil

Armor Class 13 (leather armor)
Hit Points 22 (5d6 + 5)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
12
+1
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)

Traits

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.

Spellcasting

Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 11):

At will: Message, Prestidigitation

1/day: Charm Person

Actions

Chaos Blast. Melee or Ranged Spell Attack: +3 to hit, reach 5 ft. or range 60 ft., one target. Hit:10 (3d6) damage. Roll a d4 to determine the damage type: 1, acid; 2, cold; 3, fire; 4, lightning.

Force Burst (Recharge 4–6). Raw arcane magic bursts out from the derro. Each creature within 10 feet of it must make a DC 11 Strength saving throw. On a failed save, the creature takes 7 (2d6) force damage and has the prone condition. On a successful save, the creature takes half as much damage only.

Lore

Derro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable.