Here is my C&C version of the Derro (originally in MM2). I have used them extensively in my Dragonlance campaign (therein they are called Theiwar and Daergar), but they are cool in any setting. Enjoy!
Derro
NO. ENCOUNTERED: 3-30
SIZE: Small (4 tall)
HD: 3 or more (d8)
MOVE: 20 ft.
AC: varies
ATTACKS: Weapon
SPECIAL: SR 7, Darkvision 30 ft., Duskvision, Spells (Savants)
SAVES: M, P
INT: High to Genius
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
TREASURE: 7
The derro are a degenerate race of dwarf-like stature, possibly a cross
between evil humans and dwarves. Derroes are very much like humans, only shorter and slightly more
muscular in proportion to their height; they are also quite fast and dexterous.
Their features tend towards grossness. Their hair is pale tan or yellow, their skin is very white with a
bluish undertone, and their eyes are very large.
They inhabit the great subterranean realms common to drow and their ilk (kuo-toans, mind flayers, troglodytes,
etc.). The derroes are said to have a major stronghold somewhere deep
beneath the ground, and there their savants plot and scheme to devastate
the upperworld and enslave all mankind.
Although the derro hate light and suffer from nausea in
sunlight, they venture out upon the surface of the earth at night through
secret shaft openings to steal and kidnap humans for slaves. Rumor
says that some humans are actually eaten as well.
Derroes speak a language of their own, some Common, and know the trade vernacular of
the underground world.
Combat
Most (40-50%) of the derroes wear studded leather armor and use hand crossbows with quarrels coated in poison (2d6 additional damage if save vs. poison fails). These warriors have AC 14.
Studded leather armor, a hook fauchard (a fauchard which is 25%
likely to pull a man-sized or smaller victim off balance), and a dagger will be used 20-30% of the time. These warriors have AC 14.
Scaled leather armor (dragon hide or something similar which is equal to mail in protection), a dagger, a
buckler (spiked, equal to a dagger in attack), and an aklys are used 10-20% of the time. The aklys is spiked and hooked so that there is a 1 in 8 chance of pulling opponents down or off balance. These warriors have AC 16.
Ten to 20% of the time scaled leather armor, a buckler, a spear, and a
leather pick (doing damage as a light pick) will be used. These warriors have AC 16.
For every 3 derroes encountered there will be 1 having 4 hit dice. For
every 6 derroes encountered there will be 1 having 5 hit dice. If 10 or
more are encountered, there will be a 7 hit dice leader and a 6 hit dice
lieutenant. All of these higher level derroes are in addition to the initial
number encountered. All higher level derroes wear scaled leather and
use masterwork weapons (see above). If 20 or more derroes are encountered, there will
be a savant (detailed below) and 2 student savants as well.
A derro lair will always have 30 plus 3-12 additional normal derroes, a
corresponding number of higher level leaders, 1-3 savants, 2-5 student
savants, 15-40 slaves (80% female), and 1-3 gargoyles (70%), or a lamia (30%) as allies.
Savant derroes
Savant derroes are sage-like (possessing the Legend Lore ability of bards at 12th level),
with the ability to use any sort of magic item and weapon.
They cast spells as follows:
light, lightning bolt, charm person, spider climb, detect thoughts, levitate,
blink , ice storm, invisibility, wall of force, cloudkill, hypnotic pattern, minor creation,
ventriloquism, obscuring mist, anti magic shell, repulsion, hold person, shadow evocation.
They have apprentices known as student savants, or merely students.
The latter possess the Legend Lore ability at 4th level, and are only
25% likely to be able to use a non-fighter magic item. Derro savants have
5-8 hit dice; students have 4-7. Scholars will have 2-3 useful (and used)
magic items of offensive and/or defensive nature, while students will
have 1 lesser item. Savants will know 6-9 spells, students 1-3. They also
comprehend languages and read magic.
Performance is at 12th level of spellcasting ability.
Typical magic items possessed are any potion; any scroll; rings of fire
resistance, invisibility. protection, and spell storing; any wand; studded
leather +1 armor and shields; any swords up to +3; bracers of armor,
brooch of shielding, cloak of resistance, etc.; and any miscellaneous
weapons.
An evil dwarf race: Derro
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rabindranath72
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CharlieRock
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serleran wrote:
Duergar. They are tough SoBs.
Agreed. I am running some players through this module, converted to C&C. We continue this Saturday.
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AD&D, Amish Dungeons & Dragons.
"Galstaff, ye are in a cornfield, when a moustachioed man approaches. What say ye?"
"I shun him."
-----
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
-- E. Gary Gygax
Psalm 73:26
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax
"Knowledge, logic, reason, and common sense serve better than a dozen rule books."
"Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."
-- E. Gary Gygax
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CharlieRock
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Zudrak wrote:
Agreed. I am running some players through this module, converted to C&C. We continue this Saturday.
Let us all know how it is. Goodman has some great adventures. Weren't Derro originally from the old adventure- Lost Caverns of Tzjocanth? (something like that)
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
BLOOD AXE wrote:
Let us all know how it is. Goodman has some great adventures. Weren't Derro originally from the old adventure- Lost Caverns of Tzjocanth? (something like that)
Yep.
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