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Dero Punk

Nethys Note: No description has been provided for this creature.

Recall Knowledge - Humanoid (Society): DC 16
Unspecific Lore: DC 14
Specific Lore: DC 11

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Dero PunkCreature 2

Uncommon Small Dero Humanoid 
Source Pathfinder #214: The Broken Palace pg. 10
Perception +4; darkvision
Languages Aklo, Sakvroth
Skills Acrobatics +7, Stealth +7, Thievery +7
Str +1, Dex +3, Con +2, Int +0, Wis -2, Cha +0
Items dagger
AC 17; Fort +6, Ref +9, Will +2
HP 25; Immunities confused
Vulnerable to Sunlight A dero punk takes 2 damage for every hour they're exposed to sunlight.
Speed 20 feet
Melee [one-action] dagger (agile, finesse, versatile S), Damage 1d4+2+1 piercingRanged [one-action] dagger (agile, finesse, thrown 10 feet, versatile S), Damage 1d4+2+1 piercingOccult Innate Spells DC 18, attack +10 (+4 dmg); Cantrips (1st) figment, telekinetic projectile
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.

All Monsters in "Dero"

NameLevel
Auzmere4
Dero Magister5
Dero Punk0
Dero Stalker2
Dero Strangler3

Dero

Source Monster Core pg. 84 1.1
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.

Sidebar - Additional Lore Cytillesh

Deros grow and ingest a poisonous fungus called cytillesh, also known as brain mold. Cytillesh gives off a pale blue glow and can cause birth defects and various adverse effects. Deros aren't fazed by these detriments, as prolonged exposure can also slow the effects of aging and, in rare cases, provide occult powers to certain individuals known as “magisters.” Deros can also brew cytillesh spores into lethargy poison, along with many hallucinogenic toxins.

Sidebar - Advice and Rules Cytillesh Toolkits

These healer's toolkits are collections of crystalline scalpels and gritty salves made of cytillesh. They all glow the same sickly blue. While the toolkit is outside its opaque container, it sheds dim light in a 5-foot radius. Any non-dero using or wearing the toolkit is sickened 1 until 1 hour after they've stopped, which cannot be reduced during that time.