Deep beneath the earth, the derro wait in twisted cities built by their mad architects. These insane humanoids live, work, and somehow thrive in the lightless depths. They understand the truth about the uncaring gods that dwell between the stars, and they abandoned sanity long ago to save themselves. The derro hide within their insanity in the hope that the dark gods they fear will turn that sinister attention to other, saner races first.
Despite the great distances between their underground cities and the surface, derro outposts can be found in the slums of many cities, both above and below ground. Occasionally, a derro discovers the wider world and finds a path out of the madness.
Pale and Stunted
The derro are stunted, dwarflike humanoids, small of stature with wide shoulders and stubby limbs. They stand between 3 and 4 feet tall, with males only slighter taller than females on average. Their slender builds rarely weigh more than 40 pounds. Their pale skin is nearly translucent, revealing a ghostly web of blue veins. Their large, pure white staring eyes gleam in the dark.
Shorter than surface dwarves, derro are quick and erratic in their movements. Their elaborately braided or styled hair ranges from white to a pale straw color. Males take great pride in their prodigious mustaches, which are often braided and waxed.
History of Madness
The true history of the derro is an incomprehensible tangle. The entire race embraced insanity long ago. Even when they keep records, their accounts conflict with each other and with observable reality. The various cults and clans of the derro embrace a wide variety of myths, mostly passed along by oral tradition and mind-bending artwork. Every new teller of a given tale twists or rewrites portions of the story to fit their own warped view of the world.
The derro have existed for ages, perhaps thriving even before the spread of humans across the surface. The more reliable histories of other races agree the derro were once allied with the drow. The drow regard them with a strange type of favor, almost like dim-witted children. The aboleths and duergar have historically used and abused the derro. The derro know no actual friends, but they are overawed by power and dominance. They serve beings whose assumed superiority impresses them, and, when led in this way, their insanity clears enough to keep them moving toward the leader’s goals.
Culture and Rule
Love, as other races know it, is unheard of in the bizarre core family unit of the derro. Derro children are born sane, but they are deliberately driven mad by their relatives, usually by age four. Parents feed, clothe, and protect their children not out of a sense of love or tenderness, but because they know that every derro awakened to the mind-bending truth of their race brings them glory. The horrific rituals that break a young derro’s sanity vary by tribe and even year to year. Details are sparse, but known ritual names include Staring into the Void, Enduring the Heartless Fire, and the First Drink of True Knowledge.
Derro are paranoid, unstable, and jittery, and many suffer powerful delusions of grandeur as well. Madness compels them to commit acts of cruelty against their companions or pets, and these acts ignite constant infighting among them. A few, however, muster enough restraint and control to keep the entirety of derro society from crumbling.
Savants are powerful sorcerers who hold their madness at bay long enough to cobble together coherent plans, though even they are dangerously unpredictable. The derro’s antipaladins are terrifying engines of crazed destruction who have looked deep into the void between stars and survived—and even the savants respect them for that. Clans that stick together long enough inadvertently create a witch queen among their ranks, a collective spirit of the clan. These derro become the leaders and central focuses of their clans, driving the clan to inscrutable ends. When one witch queen dies, her spirit transfers to another derro in the clan, transforming that derro into the next witch queen and perpetuating the clan.
Gods of the Derro
The derro worship a horde of bizarre and terrible beings, including demon lords. Perhaps the most disturbing of their deities are the Great Old Ones whose mere symbolic presence melts minds and corrupts the world. There is no pattern or reason that governs which dark being will catch a given derro’s fancy, and devotees are violently hostile to worshipers of other entities.
Derro consider themselves the most exalted servants of the blasphemous figures they venerate; the only beings in the entire multiverse who can truly understand their deity’s glory. Specific rituals vary from cult to cult, but the unifying thread of derro faith asserts that their racial madness is a gift that makes communion with these deities possible. Further, the derro believe they are the harbingers of the end of time and that they alone will inherit the shattered husk of creation.
Minor Madnesses
| 01–10 | Collector; roll on subtable 1 for specific object |
| 11–20 | Pica (eats nonfood objects); roll on subtable 1 for specific object |
| 21–40 | Minor delusion; roll on subtable 3 |
| 41–50 | Irrational prejudice against creature; roll on subtable 2 for specific creature |
| 51–60 | Taboo (cannot touch or interact with creature); roll on subtable 2 for specific creature |
| 61–70 | Phobia (strong fear of creature); roll on subtable 2 for specific creature |
| 71–80 | Obsessed with creature; roll on subtable 2 for specific creature |
| 81–00 | Physical effect; roll on subtable 4 |
Subtable 1: Small Objects
| 01–10 | Rocks or crystals |
| 11–20 | Bones, hair, nails, or bugs (dead or alive) |
| 21–30 | Deodands (items responsible for the death of a creature) |
| 31–40 | Eyes, fingers, teeth, ears, toes, or other small body parts |
| 41–50 | Dirt, dust, or clay |
| 51–60 | Rags, cloths, or papers |
| 61–70 | Hats, socks, gloves, or other clothing |
| 71–80 | String, wire, or chain |
| 81–90 | Clockwork parts, jewelry, or buttons |
| 91–00 | Holy symbols, religious goods, or sacred texts |
Subtable 2: Living Creatures
| 01–10 | Tiny insect, slug, or worm |
| 11–20 | Chicken, cat, dog, sheep, cow, or other domestic animal (pick a type) |
| 21–30 | Elf, dwarf, human, kobold, or other humanoid |
| 31–40 | Rat, giant centipede, gelatinous cube, or other giant vermin or ooze (pick a type) |
| 41–50 | Cleric or druid |
| 51–60 | Wizard or sorcerer |
| 61–70 | Sparrow, pigeon, hawk, owl, or other bird |
| 71–80 | Rat, wolf, mole, badger, or other mammalian beast |
| 81–90 | Construct or clockwork creature |
| 91–00 | Angel or fiend (pick type) |
Subtable 3: Delusions
| 01–10 | Has imaginary friend; god/spirit who is friendly and encouraging |
| 11–20 | Has imaginary friend; god/spirit who is hateful and discouraging |
| 21–30 | Is a high noble of derro society |
| 31–40 | Has less power than actually does |
| 41–50 | Has more power than actually does |
| 51–60 | Has an important destiny |
| 61–70 | Believes a particular inanimate object (roll on subtable 1) is alive |
| 71–80 | Is a powerful creature polymorphed as a derro |
| 81–90 | Is commanded by voices speaking random gibberish and commands |
| 91–00 | Random patterns of either inanimate objects (subtable 1) or living things (subtable 2) have an important meaning and must be studied |
Subtable 4: Physical Effects
| 01–10 | Leers and rolls eyes upon seeing a particular type of creature (roll on subtable 2) |
| 11–20 | Tic or tremor in body part |
| 21–30 | Mutters constantly to self, sometimes narrating actions or feelings |
| 31–40 | Speaks inappropriate but true facts during diplomatic situations |
| 41–50 | Randomly speaks a word (chosen by GM) during combat or negotiation |
| 51–60 | Laughs at inappropriate moments |
| 61–70 | Weeps at inappropriate moments |
| 71–80 | Constantly clenches and unclenches hands |
| 81–90 | Minor hunchback |
| 91–00 | Half of face paralyzed |
Derro Names
Names are thrust upon derro children haphazardly and with no clear general customs. Derro who worship an ancestor god might give their children a variation on the exalted figure’s name or title, or a child might grow almost to maturity before any adult bothers to call them by the same jumble of sounds twice. Clan, tribe, and family names also lack any discernable pattern, though occasionally they form a coherent description.
Male Names: Akrath, Avrik, Brosh’Kal, Byrgryg, Crok’Til, Cyzyk, Daagrath, Durvin, Farq’shul, Folvig, Gaargrth, Grolesh, Haaskrin, Hvorig, Korzh, Lormaq, Orvuld, Ostvyrk, Perk’rasz, Pulver’Kash, Quirth, Qvaalak, Saasqar, Vorqaar
Female Names: Aazha, Artriss, Bruen, Bylir, Dal’lyn, Drussil, Ealla, Erkytl, Grunhaas, Gvarla, Heldraag, Hylala, Muerna, Mzish, Ophella, Ortys, Rushal, Synder, Thryka, Tonlix, Ulga, Veraka, Vilya, Wulfada, Xanka
Tribe Names: Aardsyn, Blackreach, Balerock, Crystaaq, Daash’Void, Guundhold, Hellsreach, Iirdvank, Laash’Kath, Moldheim, Nyar’Ryk, Ovildhaash, Rylstaaq, Slys’Kath, Xaalyf
Derro Traits
Your derro character has certain characteristics in common with all other derro.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Derro reach maturity by the age of 15 and live to be around 75.
Size. Derro stand between 3 and 4 feet tall with slender limbs and wide shoulders. Your size is Small.
Alignment. The derro’s naturally unhinged minds are nearly always chaotic, and many, but not all, are evil.
Speed. Derro are fast for their size. Your base walking speed is 30 feet.
Superior Darkvision. Accustomed to life underground, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Eldritch Resilience. You have advantage on Constitution saving throws against spells.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Languages. You can speak, read, and write Dwarvish and your choice of Common or Undercommon.
Subrace. Three subraces of derro exist: far-touched, mutated, and uncorrupted. Choose one of these subraces.
Derro Subraces
Derro differ based on their location within derro communities, their clan’s connections to the dark powers that sculpt and manipulate the derro race, and the manifestations of the changes their otherworldly patrons bestow on them. Most derro dwell happily and deeply in their culture-induced insanity for their entire existence, others escape the madness-inducing indoctrination, and others still go straight through the madness toward powers beyond what derro usually enjoy.
Far-Touched
You grew up firmly ensconced in the mad traditions of the derro, your mind touched by the raw majesty and power of your society’s otherworldly deities. Your abilities in other areas have made you more than a typical derro, of course. But no matter how well-trained and skilled you get in other magical or martial arts, the voices of your gods forever reverberate in your ears, driving you forward to do great or terrible things.
Ability Score Increase. Your Charisma score increases by 1.
Insanity. You have advantage on saving throws against being charmed or frightened. In addition, you can read and understand Void Speech, but you can speak only a few words of the dangerous and maddening language—the words necessary for using the spells in your Mad Fervor trait.
Mad Fervor. The driving force behind your insanity has blessed you with a measure of its power. You know the crushing curse cantrip. When you reach 3rd level, you can cast the maddening whispers spell with this trait, and starting at 5th level, you can cast the alone spell with it. Once you cast a non-cantrip spell with this trait, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
Mutated
Most derro go through the process of indoctrination into their society and come out of it with visions and delusion, paranoia and mania. You, on the other hand, were not affected as much mentally as you were physically. The connection to the dark deities of your people made you stronger and gave you a physical manifestation of their gift that other derro look upon with envy and awe.
Ability Score Increase. Your Strength score increases by 1.
Athletic Training. You have proficiency in the Athletics skill, and you are proficient with two martial weapons of your choice.
Otherworldly Influence. Your close connection to the strange powers that your people worship has mutated your form. Choose one of the following:
- Alien Appendage. You have a tentacle-like growth on your body. This tentacle is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your tentacle deals bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This tentacle has a reach of 5 feet and can lift a number of pounds equal to double your Strength score. The tentacle can’t wield weapons or shields or perform tasks that require manual precision, such as performing the somatic components of a spell, but it can perform simple tasks, such as opening an unlocked door or container, stowing or retrieving an object, or pouring the contents out of a vial.
- Tainted Blood. Your blood is tainted by your connection with otherworldly entities. When you take piercing or slashing damage, you can use your reaction to force your blood to spray out of the wound. You and each creature within 5 feet of you take necrotic damage equal to your level. Once you use this trait, you can’t use it again until you finish a short or long rest.
- Tenebrous Flesh. Your skin is rubbery and tenebrous, granting you a +1 bonus to your Armor Class.
Uncorrupted
Someone in your past failed to do their job of driving you to the brink of insanity. It might have been a doting parent that decided to buck tradition. It might have been a touched seer who had visions of your future without the connections to the mad gods your people serve. It might have been a whole outcast community of derro rebels who refused to serve the madness of your ancestors. Whatever happened in your past, you are quite sane—or at least quite sane for a derro.
Ability Score Increase. Your Wisdom score increases by 1.
Extra Language. You can speak, read, and write one extra language of your choice.
Psychic Barrier. Your time among your less sane brethren has inured you to their madness. You have resistance to psychic damage, and you have advantage on ability checks and saving throws made against effects that inflict insanity, such as spells like contact other plane and symbol, and effects that cause short‑term, long-term, or indefinite madness.
Studied Insight. You are skilled at discerning other creature’s motives and intentions. You have proficiency in the Insight skill, and, if you study a creature for at least 1 minute, you have advantage on any initiative checks in combat against that creature for the next hour.





