5E Derro Savant Variants

It’s been a while since I’ve revisited savants as a topic, but with some more recent experience with 5E under my belt and the readier availability of derro stats in Mordenkainen’s Tome of Foes (MToF) and more working knowledge of Xanathar’s Guide to Everything (XGtE), I’ve had some more thoughts about 5E derro savant variants…

Havero tentacles
A Derro Warlock communing with the manifestation of their Great Old One patron?

The official stat block for derro savants in 5E differs significantly from the Pathfinder one in that derro savants aren’t classed individuals, they just have spellcasting abilities and know sorcerer spells as per MToF, page 159:

But, as with other advanced humanoids or monsters in 5E, derro savants aren’t actually classed as “sorcerers” as such…  they don’t get the usual additional proficiencies and class features of a sorcerer. In particular, they lack the 2nd level Font of Magic and Metamagic abilities and don’t have the benefit of a specific Sorcerous Origin.

Savants do have a much higher CR (challenge rating) than basic derro, most of which is due to their spellcasting if I’m reading the “Monsters with Class Levels” section of the DMG correctly Pages 273-283).

Sorcerer-Savants (Divine Souls)

So let’s look first at what a 5th level derro sorcerer savant would look like.

Although Wild Magic may seem a reasonable origin thematically for a derro sorcerer-savant (more on that later), the option of Divine Soul (XGtE, page 50) strikes me as most suitable and explained by the savant’s odd divine connection with Diirinka (or less likely Diinkarazen). Derro don’t have clerics canonically, although there have been a couple of different takes on this and I have my own ideas…

The limited weapon and armour proficiencies of a sorcerer are irrelevant for a sorceror-savant, although the Skill proficiencies may be useful to guide role playing – most sorcerer-savants would be proficient in Arcana, however. Deception, Insight, Intimidation, Persuasion, and Religion are all thematically appropriate for sorcerer-savants PCs but are unlikely to be useful when used as an enemy mini-boss.

Divine Magic opens up the potential of the cleric spell list with an additional bonus spell based on alignment and the Favoured by the Gods ability renamed as Favoured by Diirinka provides a modest save bonus to reflect a savant’s perversely odd luck. I’ve added a Recharge although technically for PCs this is only available once per short rest.

A 5th level sorcerer-savant has 5 Sorcery points, and two metamagic feats that can be anything, but I’d suggest they save the use of these solely for Quickened Spell with invisibility or spirit guardians at the end or start of combat respectively. The Recharge reflects the availability of the metamagic more than once per encounter.

Although arguably slightly more powerful than the standard “monster” derro savant, the Challenge Rating (CR) of a Divine Soul of Diirinka sorcerer-savant remains 3, with a resultant base proficiency bonus of +2, modified by Ability bonuses.

Warlock-Savants (Pact of the Tome)

Similar to the divine soul above, a warlock with the patron link seems to fit well with derro and their connection to their “gods” being different to that of a cleric.

Again, the limited weapon and armour proficiencies of a warlock are irrelevant. Skill proficiencies remain similar: Arcana,  Deception, History, Intimidation, Investigation, Nature, and Religion.

Pact Magic works similarly to normal spellcasting, with the Great Old One being the most appropriate thematic choice for derro I believe. The telepathy of Awakened Mind fits well with the traditional savant concepts and I like my derro to be more Cthulu Mythos…

Of the different pacts, Pact of the Tome makes the most sense to me, as it adds several cantrips and particularly if the Eldritch Invocation “Book of Ancient Secrets” is chosen, as the ability to inscribe and then cast any ritual spell (regardless of class) fits well with the savant concept. Other Eldritch Invocations of use outside of combat include “Beguiling Influence” and “Eyes of the Rune Keeper”.

The warlock spell-list differs from the sorcerer one significantly, even when augmented by the warlock-savant’s patron and the Pact of the Tome effects (5 cantrips, 6 spells and 2 or more additional ritual spells from “Book of Ancient Secrets”).

As an alternative, a derro warlock with a Fiend patron has access to the temporary hit points from the Dark One’s Blessing once they reduce an opponent to 0 hit points and is more offense-oriented with a range of predominantly fire-themed spells. Pact of the Chain probably suits this build more, making it more akin to a sorceror-savant.

A second alternative is the Pact of the Sword, which might fit for a more martial warlock-savant, particularly when combined with the Hexblade (Shadowfell) patron from XGtE, but this strikes me as more appropriate for a variant derro leader.

Again, this warlock savant may be arguably slightly more powerful than the standard “monster” derro savant, but the Challenge Rating (CR) of a tome warlock savant remains 3, with a resultant base proficiency bonus of +2, modified by Ability bonuses.

5E Albino Apelings (Derro Minions)

Now I have more familiarity with the 5E system, I think it’s time to revisit the concept of apeling minions for (Suloise) derro. For those of you joining late, this concept comes from one of Gygax’s “Gord the Rogue” novels where the “albino pygmies” that represent the derro descendents of the Suel slaves that survived the Rain of Colourless Fire are accompanied by hordes of further devolved baboon-like creatures – the implication being the “beasts” are in fact degenerate derro that have become animalistic in nature.

An Albino Apeling Mob?

Base Apeling, Albino

So let’s start with the base creature, as that’s going to determine a whole lot of where I go from here and will be useful to have for single individual creatures as a base for a companion or familiar to derro leaders or savants. The ultimate aim is to spin up apeling mobs (the 5E term for Pathfinder-esque swarms and troops essentially) for use as mook minions or environmental obstacles for fights with derro leaders, although I note that standard 5E derro already fairly mook level for higher level parties.

I’m going to base the apelings on the baboon as it’s easily recognisable, has a similar Ability contour and attack approach to the one I envisage, is the right Size and has readily available stats on the web / importable into Roll20 for use in virtual play – a significant factor given that’s what my group (and all the kids) these days are doing given “the virus”…

First, let’s compare the base derro statblock (OotA, page 138 – but generated using this online D&D 5e Statblock Generator resource with thanks). The only minor changes I have made is to the weapons and languages as I prefer derro to *not* speak Dwarvish and substitute Deep Speech to make them more alien and incomprehensible, which I think fits better regardless of whether they are of Suloise (Greyhawk) or default 5E Faerunian origin:

With the base baboon one:

So essentially I need to preserve the basics of each and merge the two into a devolved derro primate by mashing the stat blocks together using one as a template overlay. Albino apelings are baboon like creatures devolved from derro so aren’t the same as normal baboons even if they appear similar. Principles to apply to achieve this include:

  • Animalistic monkey like traits carrying over as “beast” type
  • Physically weaker than the derro but more “ape-like”
  • Mental abilities equal to or lesser than derro
  • Clear links to derro origin eg darkvision, sunlight sensitivity

Let’s use the baboon as the base stat block then and mash the derro specific aspects across as a “template”. Putting this all together with the above principles, looks something like this:

Notable additions include:

  • Higher Dexterity than baboon to represent more inherently nimble derro nature
  • Rounding hp to 5 for use with mob rules (see below)
  • Mental Abilities dropped to derro levels eg Wisdom in particular
  • Athletics for thematic effect for movement and combat descriptions
  • Deep Speech instead of Dwarvish (personal preference of mine as above)
  • Added a rock* attack with recharge 6 to represent devolved tool user

*Yes, I resisted the urge to make this a throw excrement attack, these are baboon-like creatures not monkeys but sure go ahead and change it if you want LOL.

I’ve included the derro’s inherent Magic Resistance, which I have two minds about. On the one hand it adds to the survivability given the low HD aspect and fits thematically with their derro descent, but on the other hand it seems a bit excessive for a beast creature. I’m leaving it for now as I think it will make more sense as I work up the apeling hordes concept (see below).

Apeling Tactics

I’m a big fan of Keith Ammar’s “The Monsters Know what They’re Doing” blog (and his subsequent book), particularly his rational approach to making monsters more interesting to fight. I’ve already commented on his derro article.

So let’s check how an individual apeling would behave firsty before proceeding to create the apeling mob as a distinct stat block.

With Dexterity as their primary offensive and defensive Ability, the apelings would preferentially attack from range pelting their opponent with rocks so need a reason to close and engage in melee. I made their rock attack subject to recharge and I’d consider that their derro handlers drive them into battle to offset this natural tendency.

Given their terrible Intelligence *and* Wisdom, combined with their Pack Tactics ability the default strategy becomes clear – when forced into melee, apelings swarm their opponents and try and overwhelm them to gain advantage from their fellows, engaging until driven off and only fleeing too late or if they find themselves in single combat.

This lends them to naturally form mobs which suits my purposes.

Following Keith’s reasoning then, with their Ability contour and Pack Tactics, apelings are very much like weaker dumber versions of kobolds that don’t rely on traps but similarly flee when the numbers shifty against their favour. Their Sunlight Sensitivity gives them the same reaction – they dwell in darkness and flee from sunlight.

Apeling Minions

Once I work out how to stat it up as a proper Monster Manual style description I wil using the Homebrewery templates with background information and ecology, but for now the base apeling seems usable as a pet / minion for a derro leader / ranger, a familiar for a variant derro warlock-savant or wizard-savant, or even as a potential wild shape form for a druid-savant.

Apeling Mobs

There are several ways in 5E to run large groups of smaller, low CR creatures, as detailed by this excellent article by Mike Shea of Sly Flourish. The main aim of all the systems is to minimise the dice rolls to keep the game flowing and encourage description.

I’m only going to deal with two of the options here however to keep it simple and I’m only going to use two horde examples by size:

  • a Large apeling horde (16 creatures), occupying four 5′ squares
  • a Huge apeling horder (36 creatures), occupying nine 5′ squares

I want to mix these in with standard derro and leaders / savant variants like a druid or warlock savant so combinations of the above (eg 1 Huge horde, 3 Large hordes, 2 Huge hordes / 4 Large hordes, 3 Huge hordes) produce a range of apelings from 30 to 100 or so creatures without things getting unwieldy by having too large a single horde or too many smaller creatures.

DMG Mob Rules

The simplified damage rules on p250, suggest an approach to handling attacks by mobs which has been converted into a calculator by Sly Flourish. The DMG table itself is a bit simplistic so I prefer the following variant table that incorporates a variation in attack bonus and also the effect of Advantage. This is useful as the apelings have Pack Tactics meaning one successful attack for every 3 that attack a character with average AC, and one in five for opponents with higher AC.

The DMG system and derivatives is a bit fiddly, and doesn’t really account for tracking hit points or AoE effects, but is simple enough although it falls down with very low CR creatures such as the apelings where advantage can create extra attacks and disadvantage leads to zero attacks landing, ignoring the natural 20 critical effect.

Sly Flourish’s Lazy Approach

Mike’s approach is worth reading the full article, but boils down to three things:

  • Tracking damage in multiples of 5 (rounding as required for individuals)
  • Tracking horde attacks, assume a base of 1 in 4 attacks succeed
  • Adjudicating ares of effect spells and saving throws as 1 in 4 succeed

For an apeling horde, this results in the following:

  • Apelings round up to 5 hp each
    • Large hordes (16 apelings), have 80 hp
    • Huge hordes (36 apelings), have 180 hp
  • Apelings have Pack Tactics, so 1 in 2 attacks succeed unless the opponent has superior armor class or invokes shield, in which case it drops to 1 in 4 succeed.
    • Large hordes (16 apelings), inflict 8hp per round
    • Huge hordes (36 apelings), inflict 18hp per round
  • Apeling hordes fit into the AoE of most relevant spells, their hp of 5 each now makes it easier to track effects like color spray, but their Magic Resistance assists with their saving throws so 1 in 2 succeed.

Abstracting this out so that the horde can be represented as a single “swarm” creature for easier book-keeping with some adjustments incorporated from DM Dave’s article, this results in the following two base stat blocks, calculating the horde’s CR using an online tool:

This is superficially similar to one of Mike’s older approaches to reskinning mobs as a single creature, which he abandoned because of the inherent limitations but I’ve tried to include his suggestions into the whole stat block.

Note: following Mike’s suggested approach, the melee and ranged damage should scale downwards as the horde loses members, dropping by 1hp melee (or 2hp ranged) for every 5hp damage it suffers, abstracted to dropping by 25% when a quarter of it’s hp is lost (4 apelings and 9 apelings respectively) – a further drop in damage can be easily modelled by switching to the smaller sized horde after the Huge horde suffers 50% and splitting the Large horde into individual apelings (that presumably attempt to flee) if the smaller Large sized horde drops to below 50% hp. 

I’ve dropped the standard swarm resistances as the compromising apelings are Small size not Tiny size and kept the immunities, but the horde may be susceptible to some non damaging AoE effects at the DM’s discretion.

Technically there should be an upper limit on the amount of damage an apeling horde can inflict in melee based on the number of Small creatures that can surround and attack a Medium sized creature (12 apelings) or a Large creature (20 apelings). I would hand wave this however for most (stronger) parties by describing that the apelings swarming all over each other in order to attack and consider that a proportion of them grapple their individual opponent to provoke opportunity attacks.

Conclusion

I don’t think I’m quite finished with the apeling concept, but I’ve worked it up into a usable creature and two hordes that I think can be used with minimal prep for a game involving derro to add some challenge to otherwise higher level parties. HOw exaclt the apelings interact with the derro may need to be a subject for another article.

Dungeons and Dragons Lore: Derro

Dark Cavern

 

I stumbled across this video on Derro from the YouTube series by AJ Pickett, a New Zealander, who posts twice a week about “Dungeons and Dragons Lore” and has covered all the monsters from the 5E  Monster Manual.

It’s a great 18 minute summary of the derro across the various editions and campaign settings, with an assessment of the latest 5E iteration from Mordenkainen’s Book of Foes.

My main comment would be there’s no coverage of the more Shaverian concept Golarion derro from the Pathfinder home setting, but this is understandable given the channel’s 5E / Dungeons & Dragons specific focus.

I’m adding it to my general “Resources” section.

AJ’s Patreon page is worth checking out and I’d definitely consider supporting him.

 

 

 

More Derro Names

Only a short post, and one from an unlikely source at that – while checking the Derropedia for my older post on Derro names based on an article in DRAGON #281, I came across a section of the following site:

Derro (4e Race) – D&D Wiki

It suggests the following Derro names:

Male Names: Arikom, Baenn, Bharik, Dodrak, Krigran, Migrim, Quindal, Ranis, Sadek, Thoregg.

Female Names: Ankra, Biza, Gwistra, Matta, Mirdis, Narri, Luuva, Stalja, Visine, Zanndryn.

I’ll admit (begrudgingly) that the page, despite its 4E content, has some useful material and ideas on it, so I’ll add it into the Resources page for future reference.

 

Crossranting: the Savant’s Rants blog

309795_YSo I’ve started another more general blog using the simpler Blogger platform to post “rants” on more generic RPG topics ie. “non-derro” related material:

      The Savant’s Rants  (therantingsavant.blogspot.com)

I’m deliberately keeping it “rules-lite” and with a focus on OSR style gaming to avoid getting bogged down spending time on mechanics and stat blocks or learning new systems.

There will be some crossover with this blog as I’ll be using some ideas from here and vice-versa, particularly with my planned “Return to the Wind Walker’s Passages” project, which essentially a latter-day OSR revisit to the classic UK6 All that Glitters… module that’s forming most of the initial material.

See you here and there

 

 

Overburn Derro – Suloise (the Hek?)

Note for this article I’ll again be using PFRPG mechanics mainly out of familiarity. 

Hek with falchion (Overburn half-Derro)

In the foothills of the Hellfurnaces, firenewts and fire lizards hunt. In the same region a short, stocky human people cover their bodies with a foul-smelling wax in order to protect themselves from caustic dust and burning sun. This matches the description of the Hek people from the adventure (UK6) All That Glitters
      – Excerpt from Flanaess article (Wikipedia)

So this is an interesting, albeit semi-canonical Greyhawk concept…
(Note: it’s difficult to trace its exact origin but it has become commonly accepted)

Secondary antagonists of the second half of the classic UK6: All that Glitters… module, the diminutive Hek have struck me recently as a potential Greyhawk (Suloise origin) Overburn derro example to play around with:

The Hek excerpt annotated
Annotated excerpt from UK6: All that Glitters…

Let me explain as this opinion is based on a number of plausible reasons:

Physical: there’s their Small size (4′ tall) to begin with, albeit their black hair colour in the image above seems out of keeping with derro unless dyed from a base white – I believe this has been suggested to be retconned to albino or at least fair to match with their proposed Suloise descent. The moustaches and wild hair are very reminiscent of classical derro however so let’s accept this for now.

Location: if you accept the Greyhawk Team’s proposal above, they hail from roughly the right geographical area of the former Suel Empire, the eastern fringes of the Sea of Dust abutting the Hellfurnaces range in the quote above. Given their proximity to the Windwalkers Tunnel, it’s possible that they may have originally been a group or cabal of derro that migrated up from the depths via cross tunnels intersecting the initially defunct southern tunnel. Given the limited visibility and haze in the air provides relative protection from sunlight, it would make sense that these initial explorers could have moved out westwards into the Ash Mire and adapted to so-called “Daywalkers” in the less intense glare over the millennium. They even have underground fungus gardens which they use the epycott plant to fertilise.

Water Madness: the Hek depicted have their own form of specific racial insanity, an at times murderous obsession with water, which makes sense as a localised adaption over time to a derro’s usual insanity I think – it even helps to explain the development of small tribes to collect and preserve precious water supplies.

Note: although it would seem simple for Hek to have spellcasters use the 0th level cleric/druid create water PFRPG orison this would invalidate a major aspect of their culture, and it’s strongly implied that the Hek are atheists and don’t have priests (including druids), just occasional 0th level female “diviners” blessed with the ability to find water, perhaps similar to either an inherent spell-like ability similar to the 3PP 0th level druid / 1st level ranger spell divining rod. Alternatively, this “diviner” caste could have the non-magical ability represented by the “Dowsing” Occult Skill Unlock of the Survival Skill with the usual requisite Psychic Sensitivity feat as an example of a Hek with the Expert NPC class, or a unique Hek racial alchemist or bard archetype. I favour the latter.

Language: their own unique language is never named in the module but even if referred to as “Hek”, could easily be a dialect of Derroish and “Archaic Common” just a form of the ancient Suloise tongue. This is instead of the Aklo and Undercommon spoken by the usual PFRPG derro and fits with the Greyhawk setting.

No sure there are a lot of things that don’t fit with classical Greyhawk derro, however, I think with some imagination they can be accounted for:

  • No exotic weapons like the fauchard or aklys (although these could be used)
  • No magic using savant leaders (perhaps they abandoned their savants)
  • Lack of inherent magical abilities (but see the female “diviners” above)
  • Lack of darkvision (lost maybe with adaption to sunlight)
  • Lack of poison use (but heavy reliance on the epycott plant)
  • Alignment is Lawful Neutral (not sure if this is how the Hek in the module behave)
  • They ride giant striders (possibly a trait picked up from their firenewt rivals)

However, I think there’s a potential thematic and mechanical way of accounting for this, drawing on the excellent AR12: Derro supplement and its lesser derro example of the “half-derro” concept.

Proposal: Hek as Overburn-adapted Lesser Derro

So according to AR12: Derro, page 9 “lesser derro”…

…have not inherited the full capabilities of their twisted race. Either weaklings or hybrids, they are the victims of their stronger brethren’s cruelty and madness, existing uneasily on the periphery of derro society. Many strike out on their own, to explore the greater world. It is not widely known that these lesser derro are able to stand the hated sun better than their brothers…

These “lesser derro” are designed to be used as a balanced player race (calculated in PFRPG at RP 9 but without the working out shown, unfortunately) along with other core races and have the following base racial traits of relevance. The whole “strike out on their own” without savants leading them fits well with the concept of the Hek precursors migrating towards the desert surface. Given we’re using the Greyhawk setting here, I’ve removed the Midgard specific Status rules trait for this first draft:

+2 Charisma, +2 Dexterity, –2 Wisdom: Derro are dextrous and compelling, but they lack common sense.

Derro: Lesser derro are humanoids with the derro subtype.

Small: Lesser derro are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Speed: Lesser derro have a base speed of 20 ft.

Senses: Lesser derro have darkvision 60 ft.

Light Sensitivity: Lesser derro are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Keen Senses: Lesser derro gain a +2 racial bonus to Perception checks.

Languages: Lesser derro speak Aklo and Common. Those with high Intelligence scores can learn Drow, Duergar, Ghoul, Goblin, and Kobold.

Lesser Spell-like Ability: Lesser derro can cast ghost sound three times per day as a spell-like ability, using their character level as their caster level.

Poison Use: Lesser derro are skilled in the use of poisons and never risk accidentally poisoning themselves.

Weapon Familiarity: Lesser derro are proficient with aklyses, light repeating crossbows, and fauchards.

Madness: If the GM allows, a lesser derro gains a minor madness from the minor madness table. 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 a wish spell can remove a derro’s madness. If this occurs, the derro gains +6 to Wisdom and –6 to Charisma.

Status: Derro begin with a –2 to status if you are using the Status rules in the Midgard Campaign Setting. They are disliked and distrusted by the civilized people of Midgard.

Seems like a good enough place to start, but not quite the Hek we’re looking for yet.. I’m not going to use the “Racial Points” system strictly, but it does serve as a useful guide.

Hek on Giant Strider kropped (Overburn half-Derro)
Probably Aratek Fezatl, the “guide” to the Ash Mire…

So first, let’s add the optional “Daywalker” trait to replace “Poison Use” and offset the “Light Sensitivity” at the cost of a drop in darkvision to 30 ft, effectively diluting the benefit of darkvision gained by the “Darkvision” trait. In the Ash Mire / Sea of Dust I think “Low-Light Vision” would be more thematically appropriate and potentially useful so let’s just shift that across as it seems to be roughly equivalent in RP cost.

The increased body temperature, ability to survive on minimal water and the potential stench effect of the application of the epycott plant wax they coat themselves with don’t really result in mechanical effects so I’ve not added them in, although “Stench Aura” could be realised as an optional Racial Trait. I’d see it working better as a thematic a potion or alchemical effect, however, perhaps a potent “war wax” brewed by the female “diviner” class?

It doesn’t really make sense for the Hek to speak Common, so I’ve adjusted the languages to reflect the “Xenophobic” option for thematic purposes and made Hek a Derroish dialect to fit into Greyhawk. Their leaders likely speak Suloise and rarely Common.

The Hek depicted in the module lack significant spell-like abilities but warriors have a +1 bonus to attack (sounds like inherent Weapon Focus to me) and some females can mimic a Dowsing like ability which could be explained by Psychic Sensitivity so let’s swap the spell-liek abilities out for “Flexible Bonus Feat” instead. The warriors are noted to be skilled riders and the epycott plant forms a core part of their culture so let’s add “Skill Training” to ensure that Craft: Alchemy and Survival are always Class Skills for them. This helps readily explain the Dowsing Survival Occult Skill Unlock of female “diviners” so all good so far.

As the main picture of a Hek shows the individual using a long sword and the encounters mention the tribesmen using long swords and light lances, let’s remove the equivalent of the “Weapon Familiarity” trait and drop the derro racial weapons. This should balance the above swap nicely if I’ve read the RAW correctly. Leader types can always pickup the fauchard as an advanced feat choice and their lack of the repeating crossbow is likely made up for by their use of giant striders mounts with their fireball attack.

Finally, in many ways the derro madness fits with the Hek’s but theirs is more focused on water, so let’s keep that aspect and just shift it thematically, leaving the mechanic effect.

Ultimately, with some minor mostly thematic rather than mechanical adjustments, this gives us the final Hek Racial Traits with an estimated RP total of 9-10:

 

+2 Charisma, +2 Dexterity, –2 Wisdom: Hek are dextrous and compelling, but they lack common sense.

Derro: Hek are humanoids with the derro subtype.

Small: Hek are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Speed: Hek have a base speed of 20 ft.

Senses: Hek have low-light vision and can see twice as far as a race with normal vision in conditions of dim light.

Keen Senses: Hek gain a +2 racial bonus to Perception checks.

Languages: Hek speak the Hek dialect of Derroish. Those with high Intelligence scores can learn other languages including Common, Firenewt, Olman and Suloise.

Flexible Bonus Feat: Hek males possess Weapon Focus with any weapon (including the racial weapons listed below) whereas females can choose either Weapon Focus  or if “diviners”, Psychic Sensitivity (to allow access to Occult Skill Unlocks above).

Skill Training: all Hek gain Survival as a Class Skill.

Madness: Hek gain the equivalent of a “minor madness”, but instead of using the table from AR12: Derro page 12, consider *all* Hek to instead have an Obsession with Water rather than a creature. Hek use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or a wish spell can remove a Hek’s madness. If this occurs, the Hek gains +6 to Wisdom and -6 to Charisma.

I think this works quite well – if we use the base derro statistics from the PFRSRD with the following base Ability Scores: Str 11, Dex 15, Con 18, Int 10,Wis 5, Cha 16; this should reflect most common Hek well with minor changes. Their high Charisma yet low Wisdom and average Intelligence fits with the storyline and combat tactics in the module and perhaps their high Constitution with their racial Survival skill explains their thirst tolerance. Maybe the epycott plant wax just acts as a Masterwork tool in the Ash Mire / Sea of Dust or a simple alchemical item, providing a +2 circumstance bonus to Survival.

I can perhaps post the base Hek statistics onto a separate page later.

Let’s assume then that tribesmen are otherwise considered 1st level NPC Warriors (with leaders being Fighters of up to 7th level or even a spell-less Ranger archetype) and the female “diviners” as either NPC Experts, or perhaps in exceptional cases, Alchemists or even Bards. OK so maybe giant strider riding Cavaliers aren’t impossible either.

(I’m very wary though of adding any spellcasting aspects that might disrupt their water obsession but maybe an appropriately Hek racial archetype would work).

Final Thoughts

So I think the Hek, with some reimagining, could make an interesting “adapted” Overburn derro concept, as opposed to the original “Ariser”-themed groups or traditional “Darkener” derro concepts. Using the “lesser derro” variation seems to have been the key here, shifting the adaption from technology to a more racial adaption at the cost of the spell-like aspects of the race. There’s the epycott plant aspect sure to play with from an alchemical perspective (stench bombs seem an obvious development), but I think I’ll leave that for if I return to the concept.

A “Return to the Ash Mire” adventure for UK6 in the style of a revisit of classic modules such as the 3E rework of The Temple of Elemental Evil is appealing but a bit beyond the scope of this blog unless it links heavily into the possible derro origins of the Hek lurking beneath any local conflict.

For you may palm upon us new for old:
All, as they say, that glitters, is not gold
– “The Hind and the Panther”, John Dryden

I’d really like to use Dyson Logos’s “Sietch of the Morning” map as the basis for a Fremen-like Overburn / “Ariser” derro outpost, so maybe it could fit into the Ash Mire and instigate a conspiracy fuelled conflict with the recently united Hek tribes?

Which really isn’t such a bad idea actually…

 

 

 

 

 

 

 

 

5E Derro: Derro Tactics Blogspot

cropped-derro_by_benwootten.jpg
Still the best derro group picture IMO (picture from DeviantArt by BenWootten 2010)

I’ve covered some ideas about PFRPG derro combat tactics previously in an earlier post “Vs. Derro”, but while researching concepts for harpies for a derro lair concept (yes… seriously), I came across Keith Amman’s The Monsters Know What They’re Doing blog and a relevant article.

Oddly the 5E Derro Tactics post from a few weeks ago seems to have become sidetracked into a heated discussion on US politics (dErO mind control rays?) but otherwise covers combat from a different perspective based on some rational premises, including a section on 5E savants.

Some of the concepts cross over between 5E and PFRPG, for example:

Derro have two weapon attacks, hooked spear and light crossbow. One option with the spear is to knock an enemy prone (presumably by hooking and tripping him or her), which would give an adjacent melee attacker advantage on a follow-up attack.

However, a ranged attacker has disadvantage against a prone target, so this doesn’t help the crossbow-wielding derro at all. Even worse: It turns out, if you run the numbers, that even if the first derro in a group successfully hooks and trips an enemy, its allies nearly always do less expected damage, despite having advantage on their to-hit rolls, than the group would do if all of them simply attacked to do damage.

However, the difference in mechanics between the two systems may require some interpretation and adjustment.

Now back to researching harpies…

 

Derro Lair: Dogmole Slaver Outpost

Derro Dogmole Cavalry + Apeling Slave Outpost
Based on a Dyson Logos’s original…

This is my second example of a potential derro lair, based on an interesting  October 2015 map by Dyson Logos (of Dyson’s Dodecahedron fame) which was originally entitled “Rhinoceros Containment Caves of the Iron Overload” and can be found in its original form here.

I liked it so much I thought I’d see if I could use it somehow and fortunately it’s now available for personal or commercial use under his “Release the Kraken” initiative!

I’ve really added only an impression of a tunnel to the northeast and some stippling to indicate a sandy element to the shore which I imagined was part of a massive cavern that stretched across to the east – I was going to add a wooden bridge linking the northeast tunnel with the approach to the main entry stairs or a dock with a short pier, but I don’t think my artistic skills would do that idea justice. It’s been roughly annotated to reflect a concept I had in mind about a dogmole cavalry outpost but I realised that the normal dogmoles aren’t actually large enough to be used as mounts until too late but have kept the name…

Background Concept

As opposed to the Abandoned Shrine lair, which is essentially a “surface” settlement for staging slaving raids, this outpost is suited to a deeper Underdark setting – perhaps it’s used as a stopover on the way from the shrine outpost on the way down to a deeper enclave such as a larger derro city reached by small boats or perhaps a larger flat-bottomed barge that embark across a “Sunless Sea” or perhaps Dyson Logos’s “Darkling Lake” to the next staging post?

Description

Unless otherwise noted derro mentioned use the basic PFSRD statistics. Derro leaders have additional HD and potentially advanced equipment as per NPCs. 

1. Main Encampment. This large area host bands of the derro’s humanoid minions and their tents and sleeping piles huddled around various camp-fires and weapon racks. A small mob of 15 albino gibberlings, likely failed experiments from the derro’s slave breeding programs usually occupies this area and are used as auxiliaries by the slavers.

a. Lookout post. 2 derro with repeating light crossbows tipped with poison guard the main entrance and keep watch for barges or raiders approaching from the east. The double doors behind them remain barred from the inside, although a small hatch allows them to communicate with the slavemaster inside or to receive orders.

b. Guards. At any time at least 4 derro guards armed with fauchards lurk near this entrance or the base of the stairs, keeping an eye on the gibberlings. One of them carries the keys to the grilles that enclose the apeling and dogmole pens.

c / d / e. Grilles.  Cemented into the natural rock, these iron grilles have gates set within them that are usually locked to keep the creatures within from escaping.

f. Sunless shore. This rocky beach is where the derro slave-barges pull up to be loaded with captured slaves, dogmole mounts or gibberling auxiliaries or to deliver alchemical supplies and reinforcements or visiting students.

2. Apeling Cave. Here the derro keep 2 albino apeling swarms. The cave is strewn with bones, excrement and a type of straw made from a stalk-like fungus shipped in from one of the other settlements along the slave route. At the back of the cave is another grille with a locked gate that opens into a cell containing a handful (4-7) goblin or human slaves at any one time, cowering away from the crazed apelings.

3. Dogmole Pen. This cave holds a labor of 5 scarred and mistreated albino dogmoles that the derro use as pack animals and guard animals for their slave caravans. There is a similar cell at the back where another 2-4 humanoid slaves are held in fear of the vicious beasts.

4. Slave Overseer’s Office. Here the overseer, a 7 HD classed derro warrior, sits at a desk flanked by his 6 HD lieutenant, 2 crossbow armed guards and a 3rd level bard student savant acting as his notary. A large ledger written in Aklo dominates the desk and contains details of recent and planned shipments. Near the northern door is a large pewter bell that acts as an alarm when sounded, summoning the remaining half-dozen or so derro from further within the outpost.

5. Guards. Another 4 guards as per area 1b above sit here gambling using a combination of humanoid teeth and scrimshawed knucklebones carved with Aklo letters.

6. Savant’s Den. The resident vivisectionist savant lives here amidst a collection of scrolls, occult paraphernalia, and gaudy tapestries. He is almost always however found in his lab experimenting on one of the expendable slaves.

7 / 8. Derro Barracks. These two rooms house the off-duty derro guards and are usually occupied by at least 3 off-duty guards and a single 5 HD sergeant armed with fauchards. The overseer’s bunk is situated in the southwestern corner partitioned off by mushroom wood screens carved with depraved scenes.

9. Mess Hall. Usually empty, with a foul-smelling alchemical stove in the southeastern corner. Several unwashed pots with scraps of hardened fungal stew rest on the tables. An open window into the vivisection lab to the west allows for the sights and sounds of the savant’s victims to provide meal-time entertainment.

10. Vivisection Lab. A large torturer’s table surrounded by workbenches littered with bloodied and rusted surgical equipment and alchemical glassware. The 8th level savant-in-residence spends most of his time occupied in here assisted by the single 3rd level alchemist student savant that acts as a part-time cook for the company. Both will flee westwards if there is a commotion in the guard room or they spots intruders in the mess hall to the east.

11. Alchemical Stores. Poisons and various alchemical reagents are stored here with an extensive selection of pickled cave fauna, dried and cured cave kelp, and the occasional bottled humanoid body part.

12. Access Tunnel. This tunnel allows the derro savant to access the sleeping slaves and drag them back to the lab for experiments. The tunnel doubles as an escape route with a spare set of keys to the gates in the grilles of area 2.

 

 

 

Overburn Derro

Overburn Derro in Shroud

“Apart from their unusual appearance and psychotic temperament, the derro’s most unique feature is their inability to tolerate sunlight. While artificial light causes some discomfort (unsurprising for a subterranean species), actual sunlight kills derro.

Within an hour of exposure their skin is covered in blisters and within a couple of days they are nothing but a festering mass of bloody scabs, burnt flesh and bones. Some have noticed how similar this is to radiation burns.”

PathfinderWiki (accessed June 2018)

This is a key thematic element for derro and I note that it’s evolved over editions to now become enshrined in the mechanics of 3/3.5E and PFRPG through derro all possessing vulnerability to sunlight as a radiation-like Con damage per hour, to the point of being fatal if exposed for too long…

Note: 5E derro as per OotA seem less vulnerable / less “Shaverian” in their sensitivity and just have disadvantage on attack rolls and Wisdom (Perception) checks involving sight in direct sunlight – a lesser nonfatal impediment in some ways but one that carries more immediate mechanical effects than the hourly Con damage inflicted on PFRPG derro. Perhaps this implies the former effect is more physical / sensory and the latter effect is more psychological or spiritual?

The quest to conquer the Overburn and understand the surface races seems a much more dominant driving motivation for Golarion / PFRPG derro, although their insanity leads them off onto very tangential paths to try and achieve their ends that seem doomed to failure from the beginning. This is all compounded by their paranoia and complete lack of cooperation or knowledge sharing.

In terms of practical mechanics, as derro in the PFSRD have default Con 18, even with 8 hours of *direct* sunlight, a derro can last 2 or more days depending on the opportunity for shelter and healing. Sure blistering “similar to radiation burns” is presumably excruciatingly painful, but one does wonder why they don’t just wear masks and cover up like the Tuareg and Bedouin desert nomads or Fremen of Frank Herbert’s Dune?

Or maybe some derro, in fact, do just that…

Continue reading “Overburn Derro”

Derro Idol Design

Common Derro Idol Features

This post suggests a default build for derro Idols based on the RAW from Occult Realms combined with some assumptions and thematic elements discussed in the previous post. As there is an assumed default starting Ego for a single worshipper cult of 6 and each major sacrifice raises the Idol’s Ego score by 3, I’ve elected to chart the default Idol build using six “ranks” with each higher one having an Ego 3 points higher than the lower rank.

A “starting” 1st rank Idol therefore has an Ego of 6, a 3rd rank Idol has an Ego of 12 and a (likely) final 6th rank Idol has an Ego score of only 21. These “ranked” default Idols are presented as a resource here and can be customised for your use as required.

Note: higher ego score Idols with derro cults can of course exist – any Idol with more than the 10 worshippers base used in this series of posts can have a higher Ego, but the bonus is only limited and mostly mechanically irrelevant until >200 worshippers is reached and derro savants may have good reason to keep their cults limited. Even a larger cult of 101-200 derro has only another +3 Ego, which effectively just shifts it one rank higher at lower levels and a 6th rank Idol with a boosted Ego of 24 is only slightly different to an Ego of 21 mechanically for the purpose of this essay.

Derro Idol Example
A Derro Cult’s Profane Idol?

Alignment

The majority of derro are chaotic evil, although possibly with some kind of Blue and Orange Morality due to their insanity, so CE Idols make the most sense as a default.

However, less chaotic or more neutrally aligned Idols could make for some interesting personality conflicts between their dedicated savant and provide some interesting plot and story motivations beyond the usual derro  behaviour.

Continue reading “Derro Idol Design”