b'Derro Guard \n'b'  Family:   Derro  \n'b'  Small   humanoid  (derro),  any non -good alignment \n'b'  Armor Class  13 (leather armor)  Hit Points  18 (4d6 + 4)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  12 (+1)  INT:  11 (+0)  WIS:  5 (-3)  CHA:  9 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +4  Senses   darkvision  120 ft., passive  Perception  7  Languages  Common, Dwarvish, Undercommon  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Aklys Thrower . If the derro hits a target within 30 feet of it with a  ranged attack  with its aklys, it can use its bonus action to retrieve the aklys and make another  attack  against the same target. \n'b'  Magic Resistance . The derro has advantage on saving throws against spells and other magical effects. \n'b'  Sunlight Sensitivity . While in sunlight, the derro has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Actions \n'b'   Aklys .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 10/30 ft., one target.  Hit : 5 (1d6 + 2) piercing damage. \n'b'  Light Crossbow .  Ranged Weapon Attack : +4 to hit, range 80/320 ft., one target.  Hit : 6 (1d8 + 2) piercing damage. \n'b'  About \n'b' The small humanoid sets its claw-toothed boots into the rock, steadying itself, then looses an arrow. Its lips curl into a cruel smile as a cry of surprise and shouts of alarm resound in the dark cavern. \n'b' Deep beneath the earth, the derro gather in clans and worship beings that dwell between the stars. Lifelong exposure to these beings damages the psyche of the mortal derro, leaving most reliant on the powers of their dark masters. \n'b'  Assassins for Hire . Derro outposts can be found in the slums of many surface cities.'