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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

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

Weak Dero SentryCreature 4

Uncommon Small Dero Humanoid 
Source Pathfinder #215: To Blot Out the Sun pg. 8
Perception +8; darkvision
Languages Aklo, Azlanti, Sakvroth
Skills Acrobatics +8, Athletics +10, Intimidation +8, Medicine +6, Stealth +8
Str +5, Dex +3, Con +4, Int +0, Wis -1, Cha +1
Items bolas (2), cytillesh toolkit, greatclub, security badge, security badge
AC 19; Fort +13, Ref +10, Will +6
HP 60; 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 +13 [+8/+3] (backswing, shove), Damage 1d10-2+8 bludgeoningRanged [one-action] bola +11 [+6/+1] (nonlethal, ranged trip, thrown 20 feet), Damage 1d6-2+8 bludgeoningOccult Innate Spells DC 20 (-4 dmg); 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.