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Derro Savant
- STR
- 9 (-1)
- DEX
- 14 (+2)
- CON
- 12 (+1)
- INT
- 11 (+0)
- WIS
- 5 (-3)
- CHA
- 14 (+2)
The derro has advantage on saving throws against spells and other magical effects.
While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage.
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.
Find this creature in the encounter builder

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