3/10/2024 0 Comments Derro repeating crossbow(So if a party encountered 25 derro, these would be accompanied by eight 4-Hit Die derro, four 5-Hit Die derro, one derro with 6 Hit Dice, and one with 7.) These leader types always wear the thicker armor and usually wield well-made (occasionally magical) weapons. If ten or more are encountered, there is always an additional 7-Hit Die leader with a 6-Hit Die lieutenant. For every six derro, there is one with 5 Hit Dice. They alsouse bucklers (without spikes) when they are not using the spear two-handed.For every three derro encountered, there is one additional derro with 4 Hit Dice. They are given heavier armor as well,and are trained in the use of spear and military pick. The remaining 10% of derro encountered are the sons and daughters of derro leaders. These derro are considered brave by their fellows: they are awarded the rarer, heavier armors (AC 4). Thanks to the hook, the aklys also pulls an opponent off-balance, as the hook-fauchard above, though it has only a one-in-eight chance. It is attached to a thick, leather thong so that it might be retrieved. The aklys is a short, heavy club that can be thrown for 1d6 points of crushing damage. An off-balance character must spend the next round regaining his balance.įifteen percent of derro use only a spiked buckler (a small shield, improving the creature's AC by 1 against any one opponent, armed with a central spike, which can be wielded as a second weapon with no penalty for 1d4 points of impaling damage) and a hooked aklys. Twenty-five percent of derro carry a hook-fauchard, a long (6'+) pole arm that causes 1d4 points of impaling damage and can pull a man-sized or smaller creature off-balance 25% of the time. If a derro wishes to prolong his target's suffering, he uses a poison that has the same effects as the ray of enfeeblement spell (again, a successful saving throw indicates no poison damage). If a derro wants to simply bring down his prey, he uses a poison that causes an additional 2d6 points of damage (successful saving throw for no additional damage). Virtually every derro crossbowman coats his bolts with poison. Half of encountered derro carry a repeating light crossbow (12 maximum range, two shots each round, six-bolt capacity, 1d3 points of damage). All derro carry small, ornamental blades, called secari, which can be treated as daggers, but most use other weapons as well. Normally, a derro party is well-equipped with weapons and spells. Derro prefer weapons designed to cripple opponents, rather than those built for a quick kill: derro don't see any sport in spears and axes.ĭerro are one of the most dexterous of humanoid races (averaging 15-18) and their Armor Class must be adjusted for this. Leaders, though, wear tougher leather armors, made from the hides of creatures far tougher than cattle. Their armor is leather, studded in copper and brass. Even in full armor, exploring new territory or patrolling their own, derro are easily recognizable. Most derro wear a loose costume woven from the hair of underground creatures and dyed in deep reds and browns. Derro have rough skin, spotted with short coarse tufts of hair. Their features remind dwarves of humans, and vice versa. It is said that a derro lives for two things: the slow and humiliating death of surface demihumans and especially humans, and the perversion of knowledge for their own dark ends.ĭerro are short, with skin the color of an ice-covered lake (white, with bluish undertones), sickly pale yellow or tan hair (always straight), and staring, pupil-less eyes. The derro have made a name for themselves by their marked cruelty. They have dwelled in the Underdark for ages, but they were discovered by the mind flayers only five centuries ago, and by the drow but shortly before that. It is our intent to work within this license in good faith.Derro are a degenerate race of dwarven stature. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that this license statement can be added. To distinguish it, these items will have this notice. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. This is part of the (3e) System Reference Document. Loading a new case of five bolts is a full-round action that provokes attacks of opportunity.īack to Main Page → 3e Open Game Content → System Reference Document → Equipment → Weapons Open Game Content ( place problems on the discussion page). While it holds bolts, the crossbow can be shot according to a character's normal number of attacks without reloading. The repeating crossbow holds five crossbow bolts. This material is published under the OGL 1.0a.
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