🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Dero PunkCreature 0


UncommonSmallDeroHumanoid
Source Pathfinder #214: The Broken Palace
Perception +2 (darkvision)
Languages Aklo, Sakvroth
Skills Acrobatics +5, Medicine +5, Stealth +5, Thievery +5
Str +1, Dex +3, Con +2, Int +0, Wis -2, Cha +0

AC 15; Fort +4; Reflex +7; Will +0;
HP 15
Speed 20 feet
Immunities confused

Dagger One Action +6 (+2, -2) to hit (agile, finesse, versatile s) 1d4+1 Piercing
Dagger One Action +6 (+2, -2) to hit (agile, thrown 10, versatile s) 1d4+1 Piercing

Vulnerable to Sunlight

A dero punk takes 2 untyped damage for every hour they're exposed to sunlight.

Gang Up

A dero punk gains a +1 status bonus on melee Strikes while they are adjacent to an allied dero.

Sneak Attack

A dero punk deals 1d4 extra precision damage to creatures who are Off-Guard.


Occult Innate Spells (DC 16, +8 to hit)

Cantrips (1st Level): Figment, Telekinetic Projectile


Dero stalkers explore the surface world by night, seeking out victims to abduct. While hiding from the burning light of day, stalkers often assist with magisters' experiments.


Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world's surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects.

Deros, particularly the leading magisters, are fixated with curing their allergy to sunlight. To understand how the surface dwellers can withstand the light of the sun, deros conduct late-night raids on surface cities, abducting victims and performing terrible experiments on them. Those who survive are often returned with much of their memory erased and their bodies bearing mysterious scars.

The largest dero settlements are built around esoteric machines of floating crystals. As these crystals grind against each other and hum with sickening blue energy, crystal flakes and powdery residue collect beneath the machinery. Dero magisters gather these products, creating tools and repurposing the crystals to power magical items.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.