Sources
CR
Type
Size
Alignment
Movement

Derro Savant

Small Aberration (sorcerer), Chaotic Evil

Armor Class 13 (leather armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft.
STR
9
-1
DEX
14
+2
CON
12
+1
INT
11
+0
WIS
5
-3
CHA
14
+2
Skills Stealth +4
Senses darkvision 120 ft., passive Perception 7
Languages Dwarvish, Undercommon
Challenge 3 (700 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, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

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

Actions

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.

Lore

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.