Derro Savant

Small Aberration (Sorcerer), Chaotic Evil

STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0)
WIS
5 (-3)
CHA
14 (+2)
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

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.

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Derro Savant

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 92 - Licenses and attribution