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<blockquote data-quote="the Jester" data-source="post: 4320884" data-attributes="member: 1210"><p>EDIT: Since there's an official conversion of derro now, I shan't update them unless someone specifically requests it.</p><p></p><p><span style="font-size: 12px"><strong>DERRO SLAVER--- Level 4 Skirmisher</strong></span></p><p>Small natural humanoid--- XP 175</p><p>---</p><p>Initiative +6; Senses Perception +0, darkvision</p><p>HP 56; Bloodied 28</p><p>AC 18; Fortitude 16; Reflex 16; Will 18</p><p>Resist psychic 10</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Whip</strong> (standard; at will) <strong>Weapon:</strong> Reach 3; +9 vs. AC; 1d4+2 damage.</p><p><strong></strong></p><p><strong>[Melee] Slaver’s Lash</strong> (standard; at will) <strong>Psychic, Weapon:</strong> Reach 3; +9 vs. AC; 1d4+2 damage plus 1d6 psychic damage, and the derro slaver chooses: target is slowed (save ends), dazed (save ends) or knocked prone.</p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Skills Intimidate +12</p><p>Str 11; Dex 15; Wis 7</p><p>Con 16; Int 15; Cha 20</p><p>---</p><p>Equipment chain mail, whip, manacles</p><p></p><p><strong></strong></p><p><strong><span style="font-size: 12px">DERRO CROSSBOWMAN--- Level 4 Artillery</span></strong></p><p>Small natural humanoid--- XP 175</p><p>---</p><p>Initiative +6; Senses Perception +0, darkvision</p><p>HP 48; Bloodied 24</p><p>AC 16; Fortitude 17; Reflex 17; Will 15</p><p>Resist psychic 10</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Maul</strong> (standard; at will) Weapon: +11 vs. AC; 2d6 damage.</p><p></p><p><strong>[Ranged basic] Derro Crossbow</strong> (standard; reload minor) Psychic, Weapon: Range 15/30; +11 vs. AC; 1d8 damage plus 1d6+3 psychic damage. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Skills Intimidate +9</p><p>Str 11; Dex 19; Wis 7</p><p>Con 18; Int 13; Cha 14</p><p>---</p><p>Equipment chain mail, crossbow with 20 bolts, maul</p><p></p><p></p><p><strong><span style="font-size: 12px">DERRO RAVER--- Level 7 Controller</span></strong></p><p>Small natural humanoid--- XP 300</p><p>---</p><p>Initiative +3; Senses Perception -1; darkvision</p><p>HP 82; Bloodied 41</p><p>AC 21; Fortitude 20; Reflex 19; Will 21</p><p>Resist psychic 10</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Staff</strong> (standard; at will) <strong>Weapon:</strong> +12 vs. AC; 1d6 damage.</p><p><strong></strong></p><p><strong>[Melee] Maddening Strike</strong> (standard; at will) <strong>Psychic, Weapon:</strong> +12 vs. AC; 1d6 damage, plus 1d6+5 psychic damage and followup attack: +11 vs. Will; Hit: as a free action, target takes a basic attack or charge at its nearest ally; Miss: target is dazed until the end of its next turn.</p><p></p><p><strong>[Ranged] Mad Raving</strong> (standard; at will) <strong>Psychic:</strong> Range 6; +11 vs. Will; 1d6+5 psychic damage plus ongoing 5 psychic damage (save ends).</p><p><strong></strong></p><p><strong>[Area] Landscape of Nightmares</strong> (standard; recharge 5 6) <strong>Psychic:</strong> Burst 4 within 12; attacks all enemies within; +9 vs. Will; 3d8+5 psychic damage; Effect: creates a zone of difficult terrain that persists for five minutes or until the end of the encounter. Derro are not affected by this zone.</p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Skills Intimidate +9</p><p>Str 10; Dex 10; Wis 3</p><p>Con 18; Int 16; Cha 21</p><p>---</p><p>Equipment hide armor, staff</p><p></p><p></p><p><strong><span style="font-size: 12px">DERRO LURK--- Level 8 Lurker</span></strong></p><p>Small natural humanoid--- XP 350</p><p>---</p><p>Initiative +13; Senses Perception +2; darkvision</p><p>HP 72; Bloodied 36</p><p>AC 22; Fortitude 21; Reflex 22; Will 20</p><p>Resist psychic 10</p><p>Speed 6 (plus see vanish)</p><p>---</p><p><strong>[Melee basic] Short Sword</strong> (standard; at will) <strong>Weapon:</strong> +13 vs. AC; 1d6 damage.</p><p></p><p><strong>[Melee] Blinding Strike</strong> (standard; at will) <strong>Psychic, Weapon:</strong> +13 vs. AC; 1d6 damage, plus followup attack: +11 vs. Will; Hit: target is blinded (save ends).</p><p><strong></strong></p><p><strong>[Ranged] Weight of Knowledge</strong> (standard; encounter) <strong>Psychic:</strong> Range 10; targets up to three adjacent targets; +11 vs. Will; Hit: target is immobilized and dazed; First save: target is slowed (save ends); Miss: target is slowed (save ends).</p><p></p><p><strong>Combat Advantage:</strong> A derro lurk deals an extra 3d6 points of damage when it has combat advantage.</p><p></p><p><strong>Vanish</strong> (move; encounter) <strong>Teleportation:</strong> The derro lurk teleports 6 squares and gains concealment until the end of its next turn.</p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Skills Intimidate +9, Stealth +14</p><p>Str 10; Dex 21; Wis 6</p><p>Con 18; Int 16; Cha 17</p><p>---</p><p>Equipment chain mail, shortsword</p><p></p><p><strong></strong></p><p><strong><span style="font-size: 12px">DERRO PELTAST--- Level 9 Skirmisher</span></strong></p><p>Small natural humanoid--- XP 400</p><p>---</p><p>Initiative +9; Senses Perception +2, darkvision</p><p>HP 97; Bloodied 48</p><p>AC 23; Fortitude 23; Reflex 21; Will 21</p><p>Resist psychic 10</p><p>Speed 6</p><p>---<strong></strong></p><p><strong>[Melee basic] Hook Fauchard</strong> (standard; at will) <strong>Weapon:</strong> Reach 2; +14 vs. AC; 1d10+5 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.</p><p><strong></strong></p><p><strong>[Ranged basic] Javelin</strong> (standard; at will) <strong>Weapon:</strong> Range 10/20; +14 vs. AC; 1d6+3 damage. </p><p></p><p><strong>Skirmish</strong> (at will; once per round): If, on its turn, the derro peltast ends its move at least 4 squares away from its starting point, it deals +2d6 damage with its attacks until the start of its next turn. </p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Skills Intimidate +12</p><p>Str 21; Dex 17; Wis 7</p><p>Con 16; Int 15; Cha 17</p><p>---</p><p>Equipment chain mail, hook fauchard, javelins (4)</p><p></p><p></p><p><span style="font-size: 12px"><strong>DERRO MINION--- Level 9 Minion</strong></span></p><p>Small natural humanoid--- XP 100</p><p>---</p><p>Initiative +7; Senses Perception +0, darkvision</p><p>HP 1; a missed attack never damages a minion</p><p>AC 23; Fortitude 20; Reflex 21; Will 19</p><p>Resist psychic 10</p><p>Speed 6</p><p>---</p><p><strong>[Melee basic] Hook Fauchard</strong> (standard; at will) <strong>Weapon:</strong> Reach 2; +14 vs. AC; 6 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone.</p><p>---</p><p>Alignment chaotic evil; Languages Common, Derro</p><p>Str 16; Dex 17; Wis 3</p><p>Con 13; Int 15; Cha 14</p><p>---</p><p>Equipment chain mail, hook fauchard</p></blockquote><p></p>
[QUOTE="the Jester, post: 4320884, member: 1210"] EDIT: Since there's an official conversion of derro now, I shan't update them unless someone specifically requests it. [SIZE=3][B]DERRO SLAVER--- Level 4 Skirmisher[/B][/SIZE] Small natural humanoid--- XP 175 --- Initiative +6; Senses Perception +0, darkvision HP 56; Bloodied 28 AC 18; Fortitude 16; Reflex 16; Will 18 Resist psychic 10 Speed 6 --- [B][Melee basic] Whip[/B] (standard; at will) [B]Weapon:[/B] Reach 3; +9 vs. AC; 1d4+2 damage. [B] [Melee] Slaver’s Lash[/B] (standard; at will) [B]Psychic, Weapon:[/B] Reach 3; +9 vs. AC; 1d4+2 damage plus 1d6 psychic damage, and the derro slaver chooses: target is slowed (save ends), dazed (save ends) or knocked prone. --- Alignment chaotic evil; Languages Common, Derro Skills Intimidate +12 Str 11; Dex 15; Wis 7 Con 16; Int 15; Cha 20 --- Equipment chain mail, whip, manacles [B] [SIZE=3]DERRO CROSSBOWMAN--- Level 4 Artillery[/SIZE][/B] Small natural humanoid--- XP 175 --- Initiative +6; Senses Perception +0, darkvision HP 48; Bloodied 24 AC 16; Fortitude 17; Reflex 17; Will 15 Resist psychic 10 Speed 6 --- [B][Melee basic] Maul[/B] (standard; at will) Weapon: +11 vs. AC; 2d6 damage. [B][Ranged basic] Derro Crossbow[/B] (standard; reload minor) Psychic, Weapon: Range 15/30; +11 vs. AC; 1d8 damage plus 1d6+3 psychic damage. --- Alignment chaotic evil; Languages Common, Derro Skills Intimidate +9 Str 11; Dex 19; Wis 7 Con 18; Int 13; Cha 14 --- Equipment chain mail, crossbow with 20 bolts, maul [B][SIZE=3]DERRO RAVER--- Level 7 Controller[/SIZE][/B] Small natural humanoid--- XP 300 --- Initiative +3; Senses Perception -1; darkvision HP 82; Bloodied 41 AC 21; Fortitude 20; Reflex 19; Will 21 Resist psychic 10 Speed 6 --- [B][Melee basic] Staff[/B] (standard; at will) [B]Weapon:[/B] +12 vs. AC; 1d6 damage. [B] [Melee] Maddening Strike[/B] (standard; at will) [B]Psychic, Weapon:[/B] +12 vs. AC; 1d6 damage, plus 1d6+5 psychic damage and followup attack: +11 vs. Will; Hit: as a free action, target takes a basic attack or charge at its nearest ally; Miss: target is dazed until the end of its next turn. [B][Ranged] Mad Raving[/B] (standard; at will) [B]Psychic:[/B] Range 6; +11 vs. Will; 1d6+5 psychic damage plus ongoing 5 psychic damage (save ends). [B] [Area] Landscape of Nightmares[/B] (standard; recharge 5 6) [B]Psychic:[/B] Burst 4 within 12; attacks all enemies within; +9 vs. Will; 3d8+5 psychic damage; Effect: creates a zone of difficult terrain that persists for five minutes or until the end of the encounter. Derro are not affected by this zone. --- Alignment chaotic evil; Languages Common, Derro Skills Intimidate +9 Str 10; Dex 10; Wis 3 Con 18; Int 16; Cha 21 --- Equipment hide armor, staff [B][SIZE=3]DERRO LURK--- Level 8 Lurker[/SIZE][/B] Small natural humanoid--- XP 350 --- Initiative +13; Senses Perception +2; darkvision HP 72; Bloodied 36 AC 22; Fortitude 21; Reflex 22; Will 20 Resist psychic 10 Speed 6 (plus see vanish) --- [B][Melee basic] Short Sword[/B] (standard; at will) [B]Weapon:[/B] +13 vs. AC; 1d6 damage. [B][Melee] Blinding Strike[/B] (standard; at will) [B]Psychic, Weapon:[/B] +13 vs. AC; 1d6 damage, plus followup attack: +11 vs. Will; Hit: target is blinded (save ends). [B] [Ranged] Weight of Knowledge[/B] (standard; encounter) [B]Psychic:[/B] Range 10; targets up to three adjacent targets; +11 vs. Will; Hit: target is immobilized and dazed; First save: target is slowed (save ends); Miss: target is slowed (save ends). [B]Combat Advantage:[/B] A derro lurk deals an extra 3d6 points of damage when it has combat advantage. [B]Vanish[/B] (move; encounter) [B]Teleportation:[/B] The derro lurk teleports 6 squares and gains concealment until the end of its next turn. --- Alignment chaotic evil; Languages Common, Derro Skills Intimidate +9, Stealth +14 Str 10; Dex 21; Wis 6 Con 18; Int 16; Cha 17 --- Equipment chain mail, shortsword [B] [SIZE=3]DERRO PELTAST--- Level 9 Skirmisher[/SIZE][/B] Small natural humanoid--- XP 400 --- Initiative +9; Senses Perception +2, darkvision HP 97; Bloodied 48 AC 23; Fortitude 23; Reflex 21; Will 21 Resist psychic 10 Speed 6 ---[B] [Melee basic] Hook Fauchard[/B] (standard; at will) [B]Weapon:[/B] Reach 2; +14 vs. AC; 1d10+5 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone. [B] [Ranged basic] Javelin[/B] (standard; at will) [B]Weapon:[/B] Range 10/20; +14 vs. AC; 1d6+3 damage. [B]Skirmish[/B] (at will; once per round): If, on its turn, the derro peltast ends its move at least 4 squares away from its starting point, it deals +2d6 damage with its attacks until the start of its next turn. --- Alignment chaotic evil; Languages Common, Derro Skills Intimidate +12 Str 21; Dex 17; Wis 7 Con 16; Int 15; Cha 17 --- Equipment chain mail, hook fauchard, javelins (4) [SIZE=3][B]DERRO MINION--- Level 9 Minion[/B][/SIZE] Small natural humanoid--- XP 100 --- Initiative +7; Senses Perception +0, darkvision HP 1; a missed attack never damages a minion AC 23; Fortitude 20; Reflex 21; Will 19 Resist psychic 10 Speed 6 --- [B][Melee basic] Hook Fauchard[/B] (standard; at will) [B]Weapon:[/B] Reach 2; +14 vs. AC; 6 damage and target is pushed one square, plus followup attack: +12 vs. Reflex; target falls prone. --- Alignment chaotic evil; Languages Common, Derro Str 16; Dex 17; Wis 3 Con 13; Int 15; Cha 14 --- Equipment chain mail, hook fauchard [/QUOTE]
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