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Dero Sentry

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

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Dero SentryCreature 5

Uncommon Small Dero Humanoid 
Source Pathfinder #215: To Blot Out the Sun pg. 8
Perception +10; darkvision
Languages Aklo, Azlanti, Sakvroth
Skills Acrobatics +10, Athletics +12, Intimidation +10, Medicine +8, Stealth +10
Str +5, Dex +3, Con +4, Int +0, Wis -1, Cha +1
Items bolas (2), cytillesh toolkit, greatclub, security badge, security badge
AC 21; Fort +15, Ref +12, Will +8
HP 75; Immunities confusion; Weaknesses vulnerable to sunlight
Vulnerable to Sunlight A dero sentry takes 10 damage for every hour they're exposed to sunlight.
Speed 20 feet
Melee [one-action] greatclub +15 [+10/+5] (backswing, shove), Damage 1d10+8 bludgeoningRanged [one-action] bola +13 [+8/+3] (nonlethal, ranged trip, thrown 20 feet), Damage 1d6+8 bludgeoningOccult Innate Spells DC 22; 3rd darkness, revealing light; Cantrips (3rd) daze, light, read aura
Dero Medicine [one-action] (healing, manipulate) Requirements The dero is wearing a cytillesh toolkit and has a hand free; Effect The dero excises damaged flesh and crudely stitches wounds shut, healing themself or an ally in reach for 2d8+10 Hit Points. For 1 hour, the target has slashing weakness 2 and is immune to Dero Medicine.Focused Blow [free-action] (flourish) The dero sentry winds up, readying themselves to take a massive swing with their weapon. If the next action the dero sentry takes is a melee Strike, they deal an additional 1d8 damage with that Strike.