Derro Bodysnatcher (Derro Rogue 7)

Wily and well groomed, this diminutive blue-tinged man exudes detached patience. A wicked-looking crossbow and blood-stained manacles enhance his aura of quiet menace.

Derro Bodysnatcher CR 10

XP 9,600
Derro rogue 7
CE Small humanoid (derro)
Init +4; Senses darkvision 60 ft.; Perception +11

DEFENSE

AC 23, touch 15, flat-footed 19 (+5 armor, +4 Dex, +3 natural, +1 size)
hp 82 (10 HD; 3d8+7d8+37)
Fort +6, Ref +10, Will +9
Defensive Abilities evasion, trap sense +2, uncanny dodge; SR 21; Weaknesses vulnerable to sunlight

OFFENSE

Speed 20 ft.
Melee mwk sap +12/+7 (1d4+2 nonlethal)
Ranged +1 repeating heavy crossbow +13/+8 (1d8+1 nonlethal/19–20) or net +12 touch (entangle)
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 3rd; concentration +7)

At willdarkness, ghost sound (DC 14)
1/daydaze (DC 14), sound burst (DC 16)

STATISTICS

Str 15, Dex 18, Con 16, Int 10, Wis 9, Cha 18
Base Atk +7; CMB +8; CMD 22
Feats Dazzling Display, Point-Blank Shot, Precise Shot, Rapid Shot, Sap Adept, Sap Master, Weapon Focus (sap)
Skills Bluff +14, Climb +11, Disable Device +16, Disguise +13, Intimidate +14, Knowledge (local) +7, Perception +11, Stealth +16, Use Magic Device +16
Languages Aklo, Undercommon
SQ madness, poison use, rogue talents (combat trick, surprise attack, weapon training), trapfinding +3
Combat Gear +1 merciful bolts (20), potion of invisibility, wand of silence (11 charges), tanglefoot bags (2), medium spider venom (10 doses); Other Gear +1 chain shirt, +1 repeating heavy crossbow with 10 bolts, mwk sap, net, amulet of natural armor +1, mwk manacles, mwk thieves’ tools, silk rope (50 feet)

ABOUT

These master infiltrators creep through dark alleys and shadowy corners looking to waylay victims. Bodysnatchers prefer marginalized targets who walk the streets alone: criminals, the homeless, addicts, and any person few others would miss. Well studied in nonlethal tactics, bodysnatchers switch to deadly force only if their presence is exposed.

When detected, these kidnappers usually break off pursuit, knowing all too well that they can plan another attempt during the next starless night. Abandoned targets usually then shout maniacal warnings, telling and retelling of their encounters with a race of unblinking nightmares that dwell below the city streets.

Unfortunately, most of these testimonials fall on deaf ears. Derros depend on this surface-world indifference to conceal their nocturnal expeditions and keep their slave pens stocked.

When the moon and stars above shine too brightly, derros forgo the surface and turn upon their subterranean neighbors, abducting dwarven miners, dark folk cultists, and even the rare lone drow. Only kobolds— for reasons that remain largely mysterious even to other derros—escape these hunters’ sights.

Derros consider the stock of subterranean races common at best and tainted at worst, but a steady supply of captives is needed for slave labor and as subjects of experiments, so even second-rate bodies will suffice in lean times.

When derros grow brazen enough to take multiple specimens, they target complete households. Bodysnatchers are unparalleled in their ability to pluck victims from secure havens. Since news of an entire family’s disappearance creates a stir, derros often direct such operations toward a settlement’s rural outskirts and make it look like their marks were the victims of raiding bandits or a wild beast.

Sometimes bodysnatchers even provide such cover themselves, dragging captured monsters with them from the depths to rampage through a home once their own work is complete, covering up any trace of derro involvement and leaving a delightful surprise for any concerned citizens who rush to their neighbors’ aid.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.

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