Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Magister)
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Magister)
Ability
Cytillesh Stare
Frequency: once per round
Effect: The magister focuses their gaze on a creature they can see within 30 feet. The target is dazzled for 1 round and must succeed at a DC 24 Will saving throw or be confused for 1 round.
Ability
Occult Innate Spells
DC 24; 4th modify memory; 2nd darkness (at will), sound burst; Cantrips (1st) daze, ghost sound
Ability
Occult Spontaneous Spells
DC 24; 3rd blindness, vampiric touch (3 slots); 2nd hideous laughter, paranoia, spectral hand, touch of idiocy (4 slots); 1st grim tendrils, magic missile, phantom pain, soothe (4 slots); Cantrips (3rd) chill touch, dancing lights, detect magic, forbidding ward, message
Ability
Vulnerable to Sunlight
A dero magister takes 10 damage for every hour they're exposed to sunlight.
Offense
Melee
Circumstance: combat round (melee)
aklys +10 [+5/+0] (trip), Damage 1d6+3 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
aklys +13 [+8/+3] (ranged trip, tethered, thrown 20 feet), Damage 1d6+3 bludgeoning
Trait
Dero
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
confusion
Item
aklys
Language
Aklo
Undercommon
Perception
darkvision
Weakness
vulnerable to sunlight
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Stalker)
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Stalker)
Ability
Nimble Dodge
Circumstance: The dero stalker is not encumbered. . Trigger: A creature targets
The dero dodges out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
Ability
Occult Innate Spells
DC 17; Cantrips (1st) daze, ghost sound
Ability
Sneak Attack
A dero stalker deals 1d6 extra precision damage to flat-footed creatures.
Ability
Vulnerable to Sunlight
A dero stalker takes 4 damage for every hour they're exposed to sunlight.
Offense
Melee
Circumstance: combat round (melee)
aklys +8 [+3/-2] (trip), Damage 1d6+2 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
aklys +10 [+5/+0] (ranged trip, tethered, thrown 20 feet), Damage 1d6+2 bludgeoning
Trait
Dero
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
aklys
giant centipede venom (4 doses)
hand crossbow (20 bolts)
Language
Aklo
Undercommon
Perception
darkvision
Weakness
vulnerable to sunlight
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Strangler)
Actions/Abilities/Traits: (Pathfinder 2e) (Dero Strangler)
Ability
Occult Innate Spells
DC 19; 2nd darkness (at will), sound burst; Cantrips (2nd) daze, ghost sound
Ability
Strangle
Circumstance: The dero must have two free hands, or be wielding an aklys and ha
The dero attempts an Athletics check to Grab with a +2 circumstance bonus. On a success, the target takes 1d6+6 bludgeoning damage. Double the damage on a critical success.
Ability
Vulnerable to Sunlight
A dero strangler takes 8 damage for every hour they're exposed to sunlight.
Offense
Melee
Circumstance: combat round (melee)
aklys +11 [+6/+1] (trip), Damage 1d6+6 bludgeoning
Offense
Ranged
Circumstance: combat round (ranged)
aklys +10 [+5/+0] (ranged trip, tethered, thrown 20 feet), Damage 1d6+6 bludgeoning
Trait
Dero
This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Immunity
confusion
Item
aklys
hand crossbow (10 bolts)
lethargy poison (5 doses)
rope (50 feet)
Language
Aklo
Undercommon
Perception
darkvision
Weakness
vulnerable to sunlight