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Derro Necromancer 5

Derro Necromancer 5 CR 6

XP 2,400
Male derro necromancer 5
NE Small monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 22, touch 16, flat-footed 18 (+1 deflection, +4 Dex, +2 natural, +4 shield, +1 size)
hp 65 (8 HD; 3d8+5d6+35)
Fort +5, Ref +8, Will +11
Immune confusion, insanity; SR 15
Weaknesses vulnerability to sunlight

OFFENSE

Speed 20 ft., fly 60 ft. (good)
Melee mwk dagger +7 (1d3/19-20 plus poison)
Special Attacks poison use, sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +6)

At willdarkness, ghost sound (DC 14)
6/daychannel negative energy (DC 16), grave touch (touch, shaken for 2/r)
1/daydaze (DC 14), sound burst (DC 16)

Wizard Spells Prepared (CL 5th; concentration +8; +10 ranged touch)

3rdextended false life, fly, vampiric touch
2ndblindness/deafness (DC 16), extended shield, scorching ray, spectral hand
1stcause fear (DC 15), chill touch (DC 15), magic missile, ray of enfeeblement (DC 14), sleep (DC 14)
0thdetect magic, mage hand, mending, ray of frost, touch of fatigue (DC 14)

STATISTICS

Str 10, Dex 18, Con 16, Int 16, Wis 3, Cha 18
Base Atk +5; CMB +5; CMD 19
Feats Combat Casting, Command Undead B, Craft Wand B, Extend Spell, Scribe Scroll B, Spell Focus (Necromancy)
Skills Bluff +10, Knowledge (arcana) +8, Perception +2, Spellcraft +10, Stealth +14
Languages Common, Aklo, Terran, Undercommon
SQ madness, arcane bond (ring of protection +1)
Combat Gear wand of ghoul touch (44 charges), blue whinnis (5 doses; save Fort DC 14, frequency 1/round for 2 rounds, initial effect 1 Con damage, secondary effect unconsciousness for 1d3 hours, cure 1 save); Other Gear masterwork dagger, robe of bones (human skeleton, goblin zombie, human zombie), ring of protection +1

SPECIAL ABILITIES

Madness (Ex)

Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.

Vulnerability to Sunlight (Ex)

A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Poison Use (Ex)

Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.

Section 15: Copyright Notice

Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing LLC. Author: Nicolas Logue