Derro (CR 3)

Small Monstrous Humanoid
Alignment: Usually chaotic evil
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: Listen +1


AC: 19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +5, Will +6
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -1
Attack: Shortsword +4 melee; or light repeating crossbow +6 ranged
Damage: Shortsword 1d4/19-20, repeating light crossbow 1d6/19-20 plus poison
Special Attacks/Actions: Poison use, spell-like abilities, sneak attack 1d6
Abilities: Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 6
Special Qualities: Madness, SR 15, vulnerability to sunlight
Feats: Blind-fight; Improved Initiative
Skills: Bluff +5, Hide +10, Listen +1, and Move Silently +8
Advancement: By character class
Climate/Terrain: Any underground
Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard coins; double goods; standard items

Source: Monster Manual

Derro Traits (Ex): Derro benefit from a number of racial traits.

Derro are experts in combat, effectively using their environment and executing well-planned group attacks.