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.
Spellcasting. The derro casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: mage hand, message, prestidigitation
1/day each: invisibility, sleep, spider climb
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit:2 (1d6 - 1) bludgeoning damage.
Chromatic Beam. The derro launches a brilliant beam of magical energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.
Mind flayers must be stopped. They have visited horrors on countless worlds, and entire groups of people have been mutated by illithid experiments. Such are the derro.