TEXT: TM
  Nicholas Milasich 
  and Wolfgang Baur
  
   
  2
  Advanced Races Derro
  Credits
  Advanced Races, Kobold Press, and Midgard are trademarks of Open Design. 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder® Roleplaying Game Compatibility 
  License. See ttp://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility 
  with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Inc.
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo Inc. does  
  not guarantee compatibility, and does not endorse the product.
  Open Game Content: The Open Content in this publication includes the new feats, new archetypes, new spells, and new 
  player character race abilities. All other material is Product Identity, especially place names, character names, locations, story 
  elements, and fiction. No other portion of this work may be reproduced in any form without permission.
  ©2014 Open Design. All rights reserved.
  www.koboldpress.com
  Design: Nicholas Milasich and Wolfgang Baur
  Editing: Kim Mohan
  Cover Art: Jon Hodgson
  Interior Art: Jon Hodgson, Hugo Solis 
  Art Direction & Graphic Design: Marc Radle
  Table of Contents
  TM
  Accountant: Shelly Baur
  Publisher: Wolfgang Baur
  Playtesters: Mike Badgley, Seth Hopkinson,  
  Mike McCleary, Andrew Yorkers
  Derro: Staring Into the Void .....................................3
   
  History of the Derro .............................................3
   
  Childhood and Family .........................................4
   
  Derro Culture .......................................................4
   
  Derro Diplomacy ..................................................5
   
  Gods of the Derro .................................................5
  Derro Characters .......................................................6
   
  Playing a Derro PC ...............................................6
   
  Favored Class Options ..........................................7
   
  Flavorful Derro Character Choices ......................7
   
  Derro, Lesser .........................................................9
   
  Minor Madnesses ................................................11
   
  Derro Names .......................................................12
   
  Derro Feats .........................................................12
   
  Derro Character Traits .......................................13
   
  Spells of the Derro ..............................................13
   
  Derro Items .........................................................14
   
  Derro Class Archetypes ......................................15
  
  3
  Piercing the darkness was a hellish 
  glow, and I could see the vile little men 
  swarming upon the islands in the water, 
  like ants on a dying animal, like maggots 
  in flesh. As they danced around inhuman 
  idols, their dead eyes reflected their mad 
  deeds. Their pale hands were streaked with 
  blood and fluids vile, and the dank air was 
  filled with their horrid laughter and the 
  screams of their victims.
   —Unknown underdark explorer
  he derro are waiting in their twisted 
  cities to oversee the descent of the 
  world into insanity and destruction. 
  These mad little humanoids crave 
  the flesh of the sane, and they believe 
  that—with the right hideous rituals—
  they might enlighten those fools who 
  otherwise would fail to see the heedless, 
  uncaring indifference of the strange 
  gods that dwell in the gulf between the 
  stars. The derro are mad, their gods 
  are vile and often hostile to all life—yet 
  perhaps the uncaring gaze can be turned 
  to others. The stunted creatures wish 
  to make sure that they are spared the 
  attention of dark powers, usually by 
  diverting that attention to other, saner 
  races.
  Derro are small, gaunt, dwarf-like 
  humanoids with wide shoulders and 
  narrow limbs. Their skin is nearly 
  transparent and ghosted with blue veins. 
  They have great, staring eyes whitened 
  by extensive cataracts. Females often 
  wear their filthy, straw-colored hair in braids, and many 
  males display exotically waxed or styled mustaches 
  and muttonchops. The anatomy of a derro suggests a 
  combination of human and dwarf, but the creatures are 
  of smaller stature than either race. 
  History of the Derro
  Little is known about the true history of the derro. The 
  various cults and bands of the meredwarves, as some call 
  the derro, have a broad variety of mythic histories, but no 
  two accounts match. Savants and oracles among the derro 
  have revelations that change these understandings on a 
  regular basis. In some cases, it seems that populations 
  of derro have appeared after subterranean catastrophes 
  that isolated groups of humans and dwarves, leading to 
  a strange form of inbreeding. However, other sources 
  suggest the race is of great, even pre-human, antiquity. 
  The origin of the derro is a point of contention among 
  sages of other races who study the deepearth. 
   What is known, from the history of certain other 
  races, is that derro have served the drow for ages as 
  bullies and slave masters, and they are favored by that 
  race as almost idiot children. The duergar when possible 
  T
  Derro: Staring Into the Void
  
   
  4
  Advanced Races Derro
  enslave and brutalize the creatures, but value their 
  stealth and cruel madness. Aboleths value the derro for 
  their ability to see past the veil of sanity, and they keep 
  them as favored servants. The derro themselves know 
  no friends, but are overawed by power and madness, 
  and they serve beings that display these traits.
  Childhood and Family
  The idea of family, as humans think of the term, is 
  foreign to derro, whose madness and desire for power 
  make the idea of tenderness unknown to them. Parents 
  do value their children, because these children will be 
  driven to madness and so add to the glory of the derro 
  race and to the status of the derro parent. It is for this 
  reason that derro parents put up with their mewling 
  infants, and feed and protect them. There is something 
  approximating love between parent and child, at least for 
  a while, but there is also great cruelty in the relationship. 
  Any concept of marriage or family loyalty beyond this 
  parental bond is nonexistent in these creatures. 
  Derro children are born clear-eyed and normal, but 
  they are deliberately scarred and driven insane by their 
  parents, usually in the fourth year of life, when a child’s 
  speech and motive abilities are fully formed. The ritual 
  used to bring about this maiming and madness goes 
  by many names, as a matter of preference from tribe 
  to tribe and even year to year; some call it Staring into 
  the Abyss, some the Heartless Fire or the First Drink of 
  True Knowledge.
  Young derro grow up fast, in packs and mobs of 
  vicious derro children. Murder, mutilation, and other 
  violence is common in any derro community. The 
  strongest prosper, and weaker derro give their loyalty 
  (as well as they are able) to strong leaders. Charismatic 
  savants and priests attract groups of apprentices and 
  servants, while proven warriors gain followers and 
  hangers-on to serve them. Creatures of other races that 
  display power, cruelty, and knowledge of forbidden lore 
  often also gain the service of derro. At all times, this 
  servitude is temporary and based upon the perceived 
  strength and madness of the leader. 
  Derro Culture
  The typical derro is paranoid, jittery, and irrational. 
  Many have delusions of grandeur, certain that they have 
  been favored by the old gods to bring down the order of 
  the world and see in the end times. Derro are virtually 
  compelled to commit acts of cruelty, even against their 
  pets and companions, and such acts engender constant 
  infighting among the race. 
  Derro savants, the powerful spellcasters who rule 
  derro society, often appear more controlled, and they 
  are to some extent. They are able to hold their madness 
  at bay well enough to create plans and tactics, but 
  their inherent insanity still drives their scheming, and 
  if anything they are more dangerous because of their 
  seeming lack of mental illness. 
  Finally, derro antipaladins, though extremely rare, 
  carry an outside weight among the derro. Even the 
  savants have been known to defer to a powerful 
  antipaladin, who is believed to have stared into the 
  abyss and mastered it.
  DERRO SETTLEMENTS
  Derro gather in and occupy settlements that are as 
  crazed as their creators. Often, the meredwarves drive 
  off another race and take a sensibly designed town or 
  village and destroy it by ravaging the buildings they 
  dwell within. 
  Other settlements grow chaotically, as the derro 
  in a group arrange debris into crude huts that cover 
  themselves with no thought of roads, hygiene, or 
  higher organization. The great towers occupied by the 
  derro savants, each one erected by the savant’s disciples 
  and underlings, rise through the sea of huts. A great 
  cleared area is often present in a derro community, for 
  blood sports, torture ceremonies, and other gatherings. 
  Around and within a derro settlement are many traps 
  and alchemical devices placed without rhyme or reason. 
  There is no law and order. However, if 
  inconvenienced, the great powers of the community 
  are happy to send out their followers to kill and maim. 
  There is no law in a derro community, except for the 
  rule of strength. There is little evidence of a middle class 
  among derro; either they dwell in squalor and envy, or 
  they are powerful and dwell in luxury.
  A derro town or city functions as a form of anarchic 
  feudal oligarchy. The savants and other charismatic 
  leaders are similar to gang bosses, each with their own 
  devoted followers and family. All those who are not 
  tightly associated with these leaders are essentially peons, 
  flunkies, and servants of the leaders; there is almost no 
  middle class in derro society. (Certain scribes, alchemists, 
  and smiths might be something like an artisan class, but 
  in practice their valuable skills make them more like 
  possessions of the leaders: some such talented derro are 
  literally chained to their desks or anvils.)
  While the town doesn’t function as well as a surface 
  town might, somehow the derro’s madness always seems 
  to fit a pattern, and sometimes their madness anticipates 
  events, almost as if they were acquiring information 
  from channels beyond the natural world. This leads 
  some to believe that derro who hear voices are often 
  attuned to demons, spirits, or even godlings, who guide 
  the derro to further their own evil goals.
  
  5
  DERRO RULERS AND FOLLOWERS
  Wealthy and powerful derro purchase silk and 
  embroidered linens, the more bright and bizarrely 
  patterned, the better. The throne room of a powerful 
  derro ruler is a riot of color and tessellations, with 
  each demented courtier vying to outdo the others in 
  ostentatious display. The poor dress in leather, fish-skins, 
  and rough homespun cloth. When hunting or raiding, 
  derro wear muted colors to help them blend in with the 
  terrain around them. 
  Derro often work with stronger races as servitors 
  and minions. Among themselves, derro are led by their 
  savants, oracles, war chiefs, antipaladins, and other 
  charismatic leaders. These leaders tend to have a more 
  functional view of the world than their followers, and this 
  allows them to plan, plot, and negotiate with other races. 
  These leaders can, in fact, keep derro society working 
  because they provide much-needed direction to the 
  derro who might otherwise scramble, counteract each 
  other, or tear down their own accomplishments. Their 
  imposition of will (see below) clarifies things for their 
  followers in a rather terrifying way; at the same time, 
  when a leader dies, the result is chaos, a power vacuum, 
  and an immediate succession struggle. The enemies of 
  the derro know this, and often strive to decapitate derro 
  war bands by striking at their officers or savants.
  IMPOSITION OF WILL
  The “imposition of will” is the term derro use among 
  themselves to describe the strange order and the 
  constant fads that their society is prone to. This is a 
  function of how the strongest (and sometimes the 
  maddest) among them can convince others to see the 
  world through their particular madness; the whole world 
  can be redefined to a startling degree (though not to the 
  point of enabling derro to perform impossible tasks such 
  as walking on air or through walls--derro beliefs are 
  affected, not their powers). 
  When a derro savant, antipaladin, or other leader finds 
  that he or she needs to rally the troops, that character 
  can make an imposition of will attempt as a full-round 
  action. This is a simple DC 11 Charisma check, with a +1 
  bonus for every character level the NPC has. 
  If this check succeeds, the other derro see the situation 
  as their leader does, turning a food raid into a religious 
  crusade or turning a total defeat into a glorious blood 
  sacrifice to their dark gods. It might even be as simple 
  as rallying the derro to harvest a mushroom crop or dig 
  a ditch. An additional check is required every 24 hours; 
  if the next check fails, nothing gets done on the leader’s 
  plan. Once the task is done, the derro followers return to 
  their own activity.
  In the case of two or more derro savants or leaders 
  issuing contradictory orders, the derro follow the leader 
  with the highest imposition of will check.
  Derro Diplomacy 
  In groups, derro are difficult to handle. A good first 
  impression is vital: a show of strength and an ability 
  to appeal to the derro’s love of the bizarre and eldritch 
  knowledge is a sure way to their hearts. Gifts of ancient 
  lore, peculiar artifacts of lost ages (functional or not), 
  and sheer charisma are strong tools for convincing derro 
  to parley with strangers, if a parley is desired (convincing 
  derro to fight is easy—any sign of aggression may trigger 
  a frenzy of combat and howling battle cries). 
  In combat, the derro work together fitfully at best. 
  The strongest savants issue orders, and these are obeyed 
  insofar as their voices carry. The weakest derro are 
  often pushed to the front, and the derro understand the 
  simplest tactics of an ambush and maintaining a reserve. 
  They cannot, however, be considered disciplined troops 
  by any stretch, and unless held very tightly under the 
  imposition of will of a major savant, they will break 
  ranks and charge at the slightest provocation. 
  Gods of the Derro
  The derro worship a host of bizarre and horrible 
  entities. Many worship derro ancestral gods, such as 
  Addrikah, the Mother of Madness. In addition, the 
  little creatures propitiate a varying and horrible array 
  of demon lords. Finally, strange elder gods of the dark 
  tapestry such as Nyarlathotep and the Black Goat of 
  the Woods, Shub-Niggurath, are dearly beloved and 
  elaborately worshipped. There is no rhyme or reason to 
  which dark god will be worshipped among a group of 
  derro, but derro are often hostile to other meredwarves 
  who worship different gods. All of the gods of the 
  meredwarves are insane, and often they are cruel and 
  brutal as well. The main difference between these two 
  kinds of gods is that the traditional derro gods are far 
  more active in the lives of their servants than the distant 
  and uncaring Great Old Ones. Demons merely see derro 
  as a means to power.
  Derro consider themselves the favored servants of 
  their gods, the only ones who can truly understand those 
  deities. Specific beliefs vary wildly between bands of 
  the creatures, but a common thread is the idea that the 
  racial madness of the derro is a gift that makes possible 
  communication with these beings. 
  Further, derro generally believe that they are the 
  harbingers of the end times, and that they will inherit 
  the burned-out husk of the world in a eternal twilight 
  of mad savagery. No two groups worship in an identical 
  way, but the hallmarks of derro worship—torture, 
  cannibalism, drumming, wild dancing and bizarre 
  magical and alchemical operations—tend to occur in all 
  the ceremonies. 
  
   
  6
  Advanced Races Derro
  A thin scum of derro can be found in the underworld 
  of many cities, both above and below ground. Not all 
  derro are born with the full magical potential of their 
  race, and these weaker individuals often flee their more 
  powerful brethren. A derro adventurer could be an 
  agent on a mission for a savant, a pitiful reject who fled 
  to escape enslavement or death in her home community, 
  or an explorer driven by obsession with a subject, or 
  by the voices in her head. A neutral or good or lawful 
  derro will be out of place within derro society and be 
  forced to flee or die. Many surface dwellers dangerously 
  underestimate the derro after having defeated the 
  weakest of the race in the sewers of their home city. 
  These lesser derro sometimes become adventurers, 
  when they cannot (or will not) intimidate or steal for 
  their living. Derro adventurers often believe in their 
  special destiny, and as such they laugh at the danger 
  involved in exploring old tombs or taking on hordes 
  of monsters, for derro cannot truly die–they are the 
  chosen ones! 
  Playing a Derro PC
  You might think that playing a mildly insane or 
  completely crazed derro would unbalance a party 
  more used to humans, dwarves, and elves, and you’d be 
  right.Derro are unpredictable, fanciful, and prone to 
  delusions, confusions, and manias. So how does anyone 
  get along with them? 
  Part of the solution here is that a derro is much 
  less violent and perhaps crazy in a quieter way than 
  the rabid maniacs they are often pictured as. Among 
  themselves, derro are as likely to be brooding, 
  depressed, or sullen as crazed and violent. At the 
  best, a derro PC might just have a tendency to talk to 
  himself or herself, or might address an invisible friend 
  before undertaking any major step, or might simply 
  consider all the other members of the party as his or her 
  “imaginary friends,” and thus not subject to harassment. 
  The key here is to treat the derro’s madness as an 
  occasional bit of flavor for the character, rather than an 
  excuse to cripple the party with chaotic, stupid, and self-
  defeating actions. Yes, a derro PC won’t be as predictable 
  as a dwarven paladin or even an elvish rogue, but if 
  the other players are okay with a bone-stupid half-
  orc barbarian picking bar fights and that elvish rogue 
  picking the ogre’s pockets, they might be okay with the 
  derro occasionally talking to rocks and interrogating 
  mushrooms. If the player who wants to run a derro 
  PC is already a problem player who derails the group 
  constantly, then handing him a roleplaying tool like 
  “I’m SUPPOSED to be crazy!” is just giving that player 
  another excuse to ruin everyone else’s fun. Review the 
  Minor Madnesses section (page 11) for examples of 
  playable and flavorful maladies.
  Ideally, the rest of the group should have some say in 
  whether anyone in the party plays a derro PC. It can be 
  hugely entertaining, but it requires some adroit handling 
  of the social issues. 
  Oddly enough, playing a crazy character is both 
  incredible fun (ask any Call of Cthulhu player) and 
  draining as well. In addition to not derailing the party 
  constantly, the character can have long lucid periods, 
  and might even regret some of his or her actions when 
  “turned to the dark void” or “ridden by the bat spirits” 
  or a similar in-game explanation. The derro in this 
  lucid state might be a bit of a tragic character, always 
  wondering when something will set off his or her 
  irrational raving side. 
  Making a fantasy form of otherworldly madness both 
  playable and plausible is the challenge of playing a derro 
  PC. Find a way to make your character memorable, 
  without spoiling everyone else’s game.
  AGE 
  Derro are Small humanoids with the derro subtype. Due 
  to their madness and tainted blood, they have shorter 
  life spans than humans. 
  TABLE 1-1 : DERRO STARTING AGES 
  Adulthood Intuitive1
  Self-Taught2
  Trained3
  15 years
  +2d6 years
  (17-27 years)
  +3d6 years
  (18-33 years)
  +4d6years 
  (19-39 years)
  1 Barbarians, oracles, rogues, and sorcerers. 
  2 Bards, battle scions, cavaliers, fighters, gunslingers, 
  paladins, rangers, shadowsworn, rangers without 
  spellcasting ability, summoners, and witches. 
  3 Alchemists, clerics, druids, inquisitors, magi, monks, 
  shamans, white necromancers, and wizards. 
  TABLE 1-2: DERRO AGING EFFECTS
  Middle Age1
  Old2
  Venerable3
  Maximum age
  30
  45
  60
  75
  1 At middle age, –1 to Str, Dex, and Con and +1 to Int, 
  Wis, and Cha. 
  2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, 
  and Cha. 
  3 At venerable age, –3 to Str, Dex, and Con and +1 to 
  Int, Wis, and Cha. 
  Derro Characters
  
  7
  HEIGHT AND WEIGHT 
  Derro are Small creatures; though often wide-
  shouldered, they have narrow hips and are lightweight. 
  TABLE 1-3: DERRO RANDOM HEIGHT AND WEIGHT 
  Gender
  Base 
  Height
  Height 
  Modifier
  Base 
  Weight
  Weight 
  Modifier
  Male
  3 ft. 2 in. +2d4 in.
  (3 ft. 4 in.– 
  3 ft. 10 in.)
  37 lbs.
  +2d4 lbs.
  (39–45 lbs.)
  Female
  3 ft. 0 in. +2d4 in.
  (3 ft. 2 in.– 
  3 ft. 8 in.)
  32 lbs.
  +2d4 lbs.
  (34–40 lbs.)
  Favored Class Options
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagen.
  Barbarian: Add +1/5 of DR /— that stacks with the 
  barbarian’s damage reduction. 
  Bard: Add one spell known from the wizard’s 
  enchantment school spell list. This spell must be at 
  least one level lower than the highest level of spell the 
  bard can cast. The spell is treated as one level higher, 
  unless it is also on the bard spell list.
  Druid: Add a +1/2 circumstance bonus on Stealth 
  checks when using wild shape.
  Fighter: Choose the dirty trick or steal combat 
  maneuver. Add +1/3 to the fighter’s CMB when 
  attempting this maneuver (maximum bonus of +4).
  Inquisitor: Add a +1/2 bonus on Intimidate checks to 
  demoralize humanoids.
  Magus: Add a +1/4 circumstance bonus on critical 
  hit confirmation rolls when using spell combat (to 
  a maximum of +4). This bonus does not stack with 
  critical focus.
  Oracle: Treat the derro’s level as +1/2 higher for the 
  purpose of determining the effects of the oracle’s 
  curse ability. 
  Ranger: Add a +1/3 dodge bonus to Armor Class against 
  the derro’s favored enemies. 
  Rogue: Add a +1 circumstance bonus on Disable Device 
  and Use Magic Device checks related to glyphs, 
  symbols, scrolls, and other magical writings. 
  Sorcerer: Add one spell known from the sorcerer spell 
  list. This spell must be at least one level lower than the 
  highest level of spell the sorcerer can cast. 
  Witch: Gain 1/6 of a new witch hex. 
  Flavorful Derro  
  Character Choices
  The following classes, archetypes, and class features 
  are a good fit for a derro character in terms of flavor 
  and mechanics. You can use them to begin creating an 
  effective and interesting derro character.
  1  Advanced Players Guide
  2  Ultimate Combat
  3  Ultimate Magic 
  4  Core Rulebook
  ALCHEMIST
  Beastmorph2
  Mindchemist3
  Vivisectionist3
  BARBARIAN
  Drunken brute1 
  Scarred rager2
  Wild rager2
  BARD
  Demagogue3
  Dirge bard3
  Sandman1 
  Sound striker3 
  CAVALIER ORDERS
  Order of the beast (Pathfinder Campaign Setting: Inner 
  Sea Combat)
  Order of the cockatrice1 
  CAVALIER ARCHETYPES
  Beast rider2
  Huntmaster (Pathfinder Player Companion: Animal 
  Archive)
  CLERIC DOMAINS AND SUBDOMAINS
  Chaos domain4
  Entropy domain (Pathfinder Campaign Setting:  
  Inner Sea Gods)
  Demon subdomain1 
  Murder subdomain1 
  Radiation subdomain (Pathfinder Player Companion: 
  Kobolds of Golarion)
  Insanity subdomain1 
  Trickery domain4
  Deception subdomain1 
  
   
  8
  Advanced Races Derro
  Torture subdomain (Pathfinder Campaign Setting:  
  Inner Sea Gods)
  Void domain (Bestiary 4) 
  Dark Tapestry subdomain (Pathfinder Campaign  
  Setting: Inner Sea Gods)
  DRUID
  Blight druid1 
  Cave druid1 
  FIGHTER
  Brawler2
  Buckler duelist (Pathfinder Player Companion: Inner  
  Sea Primer)
  Cad2
  Crossbowman1 
  Freehand fighter1 
  Polearm master1 
  GUNSLINGER
  Gun scavenger (Pathfinder Campaign  
  Setting: Inner Sea Combat)
  INQUISITOR DOMAINS
  See Cleric, above
  INQUISITOR INQUISITIONS 
  Heresy3
  Oblivion3
  Torture3
  MAGUS 
  Blackblade3
  Hexcrafter3
  MONK ARCHETYPE
  Fist of madness (see below)
  ORACLE MYSTERIES
  Dark tapestry3
  Lore1 
  Old gods (Deep Magic) 
  Spellscar (Pathfinder Campaign  
  Setting: Inner Sea Magic)
  Void (Deep Magic)
  ORACLE CURSES
  Clouded vision1 
  Consumed (Pathfinder Player  
  Companion: Blood of Fiends)
  Haunted1 
  Wrecker (Pathfinder Player Companion: Blood of Fiends)
  PALADIN
  Antipaladin1
  Shadow antipaladin (see below)
  RANGER 
  Battle scout2
  Beastmaster1 
  Deep walker2
  Infiltrator1 
  Trapper3
  ROGUE ARCHETYPES
  Bandit2
  Chameleon2
  Poisoner1
  Scout1 
  Sniper1 
  Thug1
  
  9
  DERRO, LESSER (9 RP)
  Lesser derro have not inherited the full capabilities of their 
  twisted race. Either weaklings or hybrids, they are the 
  victims of their stronger brethren’s cruelty and madness, 
  existing uneasily on the periphery of derro society. Many 
  strike out on their own, to explore the greater world. It is 
  not widely known that these lesser derro are able to stand 
  the hated sun better than their brothers. 
  This is a balanced player character race that can be used 
  with any other core race or standard race in the game.
  LESSER DERRO RACIAL TRAITS
  +2 Charisma, +2 Dexterity, –2 Wisdom: Derro are 
  dextrous and compelling, but they lack common sense. 
  Derro: Lesser derro are humanoids with the derro 
  subtype. 
  Small: Lesser derro are Small creatures and thus gain a 
  +1 size bonus to their AC, a +1 size bonus on attack 
  rolls, a –1 penalty on their combat maneuver checks 
  and to Combat Maneuver Defense, and a +4 size 
  bonus on Stealth checks.
  Speed: Lesser derro have a base speed of 20 ft.
  Senses: Lesser derro have darkvision 60 ft.
  Light Sensitivity: Lesser derro are dazzled in areas of 
  bright sunlight or within the radius of a daylight spell. 
  Keen Senses: Lesser derro gain a +2 racial bonus to 
  Perception checks.
  Languages: Lesser derro speak Aklo and Common. 
  Those with high Intelligence scores can learn Drow, 
  Duergar, Ghoul, Goblin, and Kobold.
  Lesser Spell-like Ability: Lesser derro can cast ghost 
  sound three times per day as a spell-like ability, using 
  their character level as their caster level.
  Poison Use: Lesser derro are skilled in the use of poisons 
  and never risk accidentally poisoning themselves.
  Weapon Familiarity: Lesser derro are proficient with 
  aklyses, light repeating crossbows, and fauchards.
  SORCERER BLOODLINES
  Aberrant4
  Abyssal4
  Destined4
  Ooze (Deep Magic)
  Shadow (Deep Magic)
  Savant (see below)
  Undead (Deep Magic)
  SHADOWSWORN 
  (Kobold Press, Player’s Guide to the Crossroads)
  WITCH
  Dimensional occultist (Pathfinder Campaign Setting: 
  Pathfinder Society Field Guide)
  Gravewalker3
  White-haired witch (Pathfinder Player Companion: 
  Dragon Empires Primer)
  WIZARD SCHOOLS AND  
  FOCUSED SCHOOLS
  Enchantment4; Controller1, Manipulator1 
  Illusion4; Shadow1
  Star and shadow magic (Deep Magic)
  Void (Pathfinder Player’s Companion: Dragon  
  Empires Primer)
  Chaos magic (Deep Magic)
  WIZARD ARCHETYPES
  Shadowcaster (Pathfinder Campaign Setting:  
  Inner Sea Magic)
  Primalist (Pathfinder Campaign Setting: Inner Sea Magic)
  This monster class can be used in high-powered 
  campaigns with the permission of your GM. It is far 
  more powerful than other starting races, though, and 
  it can absolutely unbalance a beginning game.
  Full derro have all the racial traits of lesser derro, 
  above, as well as the following traits.
  Advanced Dexterity: Full derro gain an additional +2 
  to Dexterity.
  Spell Resistance, Lesser: Full derro gain spell 
  resistance equal to 6 + their character level.
  Spell-like Abilities: Full derro can cast the following 
  spells as spell-like abilities: darkness (at will), daze 
  (3/day), and sound burst (3/day). The DCs for these 
  abilities are Charisma-based.
  Sneak Attack 1d6: This ability acts as the sneak attack 
  ability of the rogue, and stacks with sneak attack 
  damage from other sources. 
  Vulnerable to Sunlight: Full derro take 1 point of 
  Constitution damage for each hour they are exposed 
  to sunlight.
  MONSTER CLASS: DERRO, FULL (35 RP)
  
   
  10
  Advanced Races Derro
  Madness: If the GM allows, a lesser derro gains a minor 
  madness from the minor madness table. Derros use 
  their Charisma modifier on Will saves instead of their 
  Wisdom modifier, and are immune to insanity and 
  confusion effects. Only a miracle or a wish spell can 
  remove a derro’s madness. If this occurs, the derro 
  gains +6 to Wisdom and –6 to Charisma. 
  Status: Derro begin with a –2 to status if you are using 
  the Status rules in the Midgard Campaign Setting. 
  They are disliked and distrusted by the civilized 
  people of Midgard.
  ALTERNATE RACIAL TRAITS
  The following alternate racial traits may be selected in 
  place of one or more of the standard racial traits above. 
  Consult your GM before selecting any of these new 
  options. Unless otherwise noted, both full derro and 
  lesser derro may select these alternate traits.
  • Daywalker: A mutation has given this derro eyes 
  that are much better able to withstand the harsh 
  glare of the sun. The derro no longer has light 
  sensitivity, and its darkvision is reduced to 30 ft. 
  This racial trait replaces poison use.
  • Aberrant Empathy: This derro has a way with 
  aberrations and the monstrous servants of the 
  ancient gods. She gains a +2 racial bonus on 
  Diplomacy, Bluff, and Sense Motive checks 
  against aberrations and creatures of the dark 
  tapestry (GM’s judgment). This racial trait 
  replaces keen senses.
  • Beloved of Madness: If the derro causes another 
  creature to suffer the confused condition, the 
  derro can refer to the table in the confusion spell 
  (Core Rulebook, page 258) after the percentile 
  dice have been rolled and add or subtract points 
  from the result equal to the derro’s class levels, to a 
  maximum result of 100 and a minimum of 01. The 
  derro also can do this with percentile dice rolls 
  when she casts chaos magic (see Deep Magic, pages 
  20–24). After reaching 10th level, the derro can 
  alter a roll on a d8 or d10 table for chaos magic; 
  the derro player can adjust any roll by 1, but 
  cannot go above the maximum or minimum for 
  the table. This racial trait replaces the derro’s ghost 
  sound spell-like ability and keen senses. With the 
  GM’s permission, this racial trait should cause the 
  derro character to gain a minor madness from the 
  minor madness table.
  • Savant’s Spawn: The derro has more minor magic 
  abilities. She can cast daze three times per day 
  as a spell-like ability. The DC for this ability is 
  Charisma-based. This racial trait replaces poison 
  use and is available only to lesser derro. 
  • Meredwarf Resilience: The derro gains Toughness 
  as a bonus feat. This racial trait replaces poison use, 
  keen senses, and the ghost sound spell-like ability.
  • Vermin Speaker: The derro has a magical 
  ability to communicate three times per day with 
  verminous creatures (vermin, slimes, reptiles, 
  and amphibians, as well as creatures in the mole 
  family with the GM’s approval). This ability acts 
  as the spell speak with animals, but only with 
  respect to the creatures listed above. This racial 
  trait replaces the ghost sound spell-like ability. 
  Note that mindless creatures cannot answer more 
  than a single word to any question and have little 
  memory or creativity.
  • Obsessed: The derro is passionately interested in 
  one Craft or Profession skill. The derro gains a +2 
  racial bonus to checks using this skill. With the 
  GM’s permission, the derro can roll on the minor 
  madness table to gain a madness associated with 
  the skill and gain a +3 racial bonus to checks using 
  that skill in place of the +2 bonus. This racial trait 
  replaces keen senses.
  • Infiltrator: The derro gains a +2 racial bonus 
  on Disguise checks to pose as a diseased dwarf, 
  gnome, or human child, and when doing so 
  ignores the check penalties for disguising oneself 
  as a different race and age category. This racial trait 
  replaces the ghost sound spell-like ability.
  Knowledge (forbidden lore) is a skill that deals 
  with knowledge of the elder gods, things from the 
  dark tapestry, and evil dark magic. It has aspects 
  of Knowledge (arcana), Knowledge (planes), 
  and Knowledge (religion) dealing with evil and 
  secretive things. If your campaign does not use 
  this skill, replace it with Knowledge (planes). 
  KNOWLEDGE (FORBIDDEN LORE)
  
  11
  Minor Madnesses
  All derro are insane, but some are more crazy than others. 
  A variety of fetishes and compulsions affects this twisted 
  race, and with the permission of the GM, the player of a 
  derro character is strongly encouraged to partake as well 
  from the cup of madness. These bits of insanity are meant 
  to be roleplaying features, but the GM or the player may 
  add suitable in-game effects by mutual agreement. The 
  GM can also allow a player to come up with her own form 
  of lesser madness, but the GM has the final say.
  TABLE 2-1 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
  21–30
  Minor delusion; roll on subtable 3
  31–40
  Irrational prejudice against creature; roll on 
  subtable 2 for specific creature
  41–50
  Taboo (cannot touch or interact with creature); 
  roll on subtable 2 for specific creature
  51–60
  Phobia (strong fear of creature); roll on 
  subtable 2 for specific creature
  61–70
  Physical effect; roll on subtable 4
  71–80
  Obsessed with creature; roll on subtable 2 for 
  specific creature
  81–90
  Minor delusion; roll on subtable 3
  91–100 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 body 
  parts
  41–50
  Dirt, dust, or clay
  51–60
  Rags, cloths, papers, or printing
  61–70
  Hats, socks, gloves, or other clothing
  71–80
  String, wire, or chain
  81–90
  Clockwork parts, jewelry, or buttons
  91–100
  Holy symbols, religious goods or books 
  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 (pick subtype)
  31–40
  Rat, giant centipede, gelatinous cube, or 
  other giant vermin or ooze (pick type)
  41–50
  Clerics or oracle
  51–60
  Wizard or sorcerer
  61–70
  Sparrow, pigeon, hawk, owl, or other bird
  71–80
  Rat, wolf, mole, badger, or other mammal
  81–90
  Construct or clockwork creature
  91–100
  Outsider (pick type)
  SUBTABLE 3: DELUSIONS
  01–10
  Imaginary friend; god/spirit who is friendly 
  and encouraging
  11–20
  Imaginary friend; god/spirit who is hateful 
  and discouraging
  21–30
  Believes she is a high noble
  31–40
  Believes he has fewer powers than he  
  actually does
  41-50
  Believes she has more powers than she 
  actually does
  51–60
  Convinced she has an important destiny
  61–70
  Convinced that an inanimate object (roll on 
  subtable 1 above) is alive
  71–80
  Convinced she is a polymorphed  
  powerful creature
  81–90
  Voices speak random gibberish and 
  commands to character 
  91–100
  Convinced that 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 at some type of creature 
  (roll on subtable 2)
  11–20
  Tic or tremor in body part 
  21–30
  Mutters constantly to self in Aklo
  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
  91–100
  Half of face paralyzed 
  
   
  12
  Advanced Races Derro
  Derro Names
  Derro have a vast variety of names, ranging from 
  sobriquets like blood-glutton to pieced-together 
  versions of the names of other races that live or travel 
  underground. Below are some of the more common 
  elements of derro names found in the deepearth. 
  The “ii” vowel sound is a long e that is emphasized, 
  sometimes expressed as a near shriek. 
  Root Elements: Arik-, Ba-, Bhar-, Biz-, Diin-, Diir-, 
  Ghiir-, Ghor-, Gwan-, Gwar-, Krag-, Mat-, Riin-, Ruun-, 
  Thig-, Thiir-, Thor-, Ziig-. 
  Male Suffixes: -om, -ik, -an, -al, -is, -egg, -gran, -gryn, 
  -dal, -jir.
  Female Suffixes: -a, -itra, -uva, -ire, -iine, -dryn, -ja.
  Sample Male Names: Bharegg, Bizgran, Ghordal, 
  Gwarjir.
  Sample Female Names: Diina, Kragdryn, Thiguva, Ziiga.
  Derro Feats
  Derro feats deal with madness and stealth, as the twisted 
  little men search for sacrifices for their dark gods. Derro 
  feats help them to survive in the deep earth, and lesser 
  derro may even use certain forbidden rituals to increase 
  their power, at the cost of their sanity.
  Pierce the Veil (Story)
  You strive to reach your true potential as a derro, to 
  commune with the gods of madness and retrieve the 
  powers that are your rightful heritage.
  Prerequisite: Lesser derro, and you must have had an 
  encounter with a full derro, a demon, or a servant of 
  the old gods.
  Benefit: You gain a minor madness, and a +1 inherent 
  bonus to Knowledge (forbidden lore) checks. Knowledge 
  (forbidden lore) becomes a class skill for you.
  Goal: Commune with the outer gods or other spirits 
  of madness. To achieve this goal, you must gain 
  4 ranks in Knowledge (forbidden lore). Then you 
  must undertake the ritual of piercing the veil by 
  summoning or communing with a spirit of the outer 
  darkness—a servant of a demon or an outer god such 
  as Nyarlathotep. This act must involve more than 
  a simple augury or even a commune spell: physical 
  contact is required. The ritual must be undertaken at a 
  place of power of the GM’s choosing, likely in the deep 
  underdark, and should involve tests and hazards for 
  the supplicant. 
  Completion Benefit: You gain the following spell-like 
  abilities at a caster level of 3rd: darkness (3/day), sound 
  burst (3/day), and daze (3/day) if you did not already 
  have this spell like ability. The DCs for these abilities 
  are Charisma-based. You also gain spell resistance 
  equal to 6 + your character level. If the GM uses the 
  insanity rules from the Game Mastery Guide, you gain 
  a type of insanity either rolled randomly or chosen by 
  the GM. If this insanity is cured or ameliorated in any 
  way, you lose all the completion benefits of this feat. 
  (Psychosis should not be used, because this affliction 
  removes control of the character from the player for 
  extended periods of time.)
  Chaosfire (Metamagic)
  Your damaging spells evoke a random form of chaos 
  flame. 
  Benefit: When a chaosfire spell is cast, you roll on the 
  random energy table (see the madfire spell, below). 
  The damage type done by the spell is changed to the 
  type noted on the table. Only spells that do some form 
  of energy-based hit point damage can be affected by 
  this feat. With the GM’s permission, a minor madness 
  should be rolled up on the table above when this feat 
  is taken. A chaosfire spell uses up a spell slot one level 
  higher than the spell’s actual level.
  Derro’s Knife
  A racial cunning lies in the cut and thrust of your blades.
  Prerequisite: Lesser derro, character level 3rd.
  Benefit: You gain a sneak attack that deals 1d6 points of 
  damage. This sneak attack damage stacks with sneak 
  attack damage from other sources. This feat can be 
  taken only one time. With the GM’s permission, a 
  minor madness should be rolled on the table above 
  when this feat is taken.
  Insane Persuasion
  The madness of the derro and their penchant for self-
  mutilation is horrifying to the sane races, and you can 
  use this ability to shake others to their core.
  Prerequisite: Madness racial trait
  Benefit: You gain a +3 circumstance bonus on 
  Intimidate checks you make against those who do 
  not possess the madness racial trait (see above). This 
  bonus increases to +6 if you have at least 10 ranks in 
  Intimidate. When using this feat, you can choose to 
  take 1 point of damage to increase the bonus to +5, 
  or to +10 if you have at least 10 ranks in Intimidate. 
  You cannot take more than 1 point of damage in this 
  manner, and the higher bonus does not apply if the 
  damage is not taken. 
  Hateful Hoarder
  You collect sharp and cruel little items that you can use 
  later to hurt others. 
  Prerequisite: Full derro or lesser derro.
  
  13
  Benefit: You can take a standard action up to three times 
  per day to spread little items you have collected in a 
  5-foot-square area. They act as caltrops, but cannot 
  be reused or sold. With the GM’s permission, a minor 
  madness should be rolled on the table above when this 
  feat is taken.
  Verminspeaker
  You love the oozes, because you understand their 
  whispers.
  Prerequisite: Lesser derro.
  Benefit: You are better able to understand the ways of 
  oozes and vermin. You gain a +2 inherent bonus to 
  Handle Animal and Sense Motive checks involving 
  those creatures, and if you do not have a special ability 
  allowing you to use Handle Animal checks on such 
  creatures, you may do so once per day.
  Derro CharacterTraits
  Tricky Combatant (Combat) 
  There is no such thing as a fair fight among the derro.
  Benefit: You gain a +1 trait bonus on combat maneuver 
  checks to perform the dirty trick or the steal combat 
  maneuver.
  Meredwarf’s Hustle (Racial)
  You are quick for your kind, because you know the fate 
  of the slow.
  Benefit: If you do not have any class- or feat-based 
  increased movement (for example, monk or barbarian 
  class abilities), you gain a +5-ft. trait bonus to your 
  movement speed when you are lightly encumbered. 
  Spells of the Derro
  The spells of the derro are designed to inflict suffering 
  and chaos upon their victims. Derro spellcasters want to 
  see and hear their victims suffer. These spells are among 
  the most vile of many created by the derro savants. 
  Facemelt
  School transmutation; Level alchemist 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a tiny ball of wax)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude negates
  Spell Resistance yes
  A ray of black energy shoots forth from your hand. You 
  must succeed on a ranged touch attack for this spell to 
  work. The target must make a Fortitude save or take 1d4 
  points of Charisma damage, +1 point for each four caster 
  levels, as its face melts and runs like liquid wax.
  Skullsplitter
  School enchantment; Level alchemist 3, cleric 3, 
  sorcerer/wizard 3, witch 3 
  Casting Time 1 standard action
  Components: V, S, M (a small rodent skull)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration concentration, up to 1 round/level
  Saving Throw Will partial; see text
  Spell Resistance yes
  You stare intently at the target, and cause it to develop 
  an intense headache. If the affected creature fails its 
  saving throw, the pain is so intense that it gains the 
  staggered condition until the beginning of your next 
  turn. Whether or not it succeeds on the saving throw, 
  the victim takes 1 point of bleed damage from cranial 
  bleeding due to split sinuses. Even if the target makes 
  its save, you can continue to concentrate on the same 
  individual in future rounds if it remains visible to 
  you. On any subsequent round of the duration, the 
  target must make a saving throw or gain the staggered 
  condition for 1 round. Bleed damage from this spell does 
  not stack with itself or other bleed damage.
  Madfire 
  School evocation; Level alchemist 1, sorcerer/wizard 1, 
  witch 2
  Casting Time 1 standard action
  Components: V, S, M (a piece of colored glass)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex half
  Spell Resistance yes
  You call up bizarre flames from the depths of hell to 
  cast at your enemies. These flames strike the target 
  automatically, doing 1d4+1 points of damage of a 
  random type as rolled on the table below. The color and 
  nature of the flames is also noted.
  d10 (Flame Type)  
   
  Damage Type
  1 Raging inferno  
   
  Fire
  2 Green hellfire   
   
  Acid
  3 Blue icy flames  
   
  Cold
  4 Crackling hellbolts 
   
  Electricity
  5 Cackling flameskulls 
   
  Sonic
  6 Blades of flame  
   
  Slashing
  7 Swarm of fiery wasps 
   
  Piercing
  8 Rain of flaming stones  
  Bludgeoning
  9 Terrible white fire of heaven 
  Positive energy
  10 Black flames of searing cold 
  Negative energy
  The missile strikes unerringly, even if the target is in 
  
   
  14
  Advanced Races Derro
  melee combat, so long as the target has less than 
  total cover or total concealment. Specific parts 
  of a creature can’t be singled out. Objects are not 
  damaged by the spell. For every two caster levels 
  beyond 1st, your fire rages more intensely, doing an 
  additional 1d4+1 points of damage to the target. 
  Derro Items
  Most derro items are of indifferent quality, though 
  they lavish attention and color on their weapons 
  and some bits of peculiar fashion. They have 
  a fondness for certain weapons rarely seen 
  elsewhere.
  Fauchard 
  This polearm is similar to a glaive, being a curved 
  blade affixed to the end of a pole. Unlike a glaive, 
  though, the cutting edge of a fauchard is along the 
  concave side, causing the blade to resemble that of 
  a sickle or a scythe. 
  The fauchard is more awkward to utilize than a 
  glaive (and as such is an exotic weapon), but its 
  increased threat range over the glaive and the 
  ability to trip foes make it a dangerous weapon in 
  the hands of a skilled user.
  Fauchard:
  Cost 14 gp; DMG (S) 1d8; DMG (M) 1d10; Crit 18-
  20/×2; Range —; Weight 2 lbs.; Type S; Special reach, 
  trip. See Pathfinder Roleplaying Game: Classic Horrors 
  Revisited.
  Fauchard of Shadowy Flame
  Aura moderate evocation; CL 8th
  Slot none; Price 10,320 gp; Weight 10 lbs.
  DESCRIPTION
  This well-crafted Small +1 fauchard has black flames 
  enameled into its cold blade. Once per day, the wielder 
  may take a standard action to use the blade to call forth 
  shadowy fire from the spaces between the stars. This 
  black fire does 4d6 points of negative energy damage to 
  one target within 25 feet, with a DC 15 Reflex save for 
  half damage. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, shadow 
  conjuration; Cost 5,160 gp
  Poison Net
  The derro have learned how to weave a complex type of 
  netting using a combination of monstrous spider silk 
  and fibers from dried mushrooms. They coat these nets 
  with contact poison such as weeping poison (see below), 
  which makes it easier to capture living victims for ritual 
  torture and sacrifice to their dark gods. 
   
  Any creature caught in a poison net must make a 
  saving throw against the poison during each attempt to 
  escape the net. Creatures that help a victim out of the 
  net must also make such a saving throw. A poison net 
  is almost identical to a normal net, weighing slightly 
  less (5 lbs.) because of its construction. Poison nets are 
  never sold to outsiders.
  Weeping Poison 
  Type poison, injury; Save Fortitude DC 17
  Frequency 1/round for 10 rounds
  Effect 1d2 Dex damage and paralyzed for 1 minute; 
  Cure 1 save
  Cost 750 gp
  A combination of mineral toxin and vermin venom, 
  derro bluetear or weeping poison is a powerful injected 
  poison that is made only by derro elders and alchemists. 
  It is also called derro bluetear, for the copious tears that 
  
  15
  its paralyzed victims shed, both when they are captured 
  and when the derro begin their vile tortures. 
  Ghost Bolt
  Aura faint enchantment; CL 7th
  Slot none; Price 510 gp; Weight 1/10 lb.
  DESCRIPTION
  This +1 bolt is charged with the energy of tormented 
  souls. When it strikes a target, the victim must make 
  a DC 13 Will save to resist the hideous shrieking and 
  moaning of these souls in her mind. If the save fails, the 
  target becomes staggered for 1d3 rounds.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, confusion; 
  Cost 255 gp
  Idol of the Hateful God
  Aura faint divination and transmutation; CL 7th
  Slot none; Price 1,900 gp; Weight: 1 lb.
  DESCRIPTION
  This foul statuette of an elder god of god of the dark 
  tapestry is constantly cold and slimy to the touch. Any 
  character who has ranks in Knowledge (forbidden lore) 
  or Knowledge (planes) instinctively knows how to use 
  this statue to make a one-time connection to the far 
  realms of evil gods. (See the Pierce the Veil story feat, 
  above.) A character can make a straightforward Spellcraft 
  check to use the other power of the idol as normal.
   
  The statue can be invoked one time as a standard 
  action to cast both rage and heroism at caster level 5th 
  against a single target. These spells have a duration of 7 
  rounds, and if the target of this effect is still under the 
  effect of rage and no enemies are present, the recipient 
  of the effect must charge and attack a neutral or friendly 
  target in sight. The recipient picks which target she 
  attacks. Dispelling the rage effect ends the compulsion, 
  and a protection from evil spell cast on the target 
  provides that creature with a DC 22 saving throw to 
  dispel the rage and heroism effects.
   
  In addition, the idol can be used as part of a 10-minute 
  ritual to cast divination at caster level 7th. Unless the user 
  of the item has made a DC 22 Knowledge (forbidden lore) 
  check, she does not know that at the end of the effect, she 
  will be afflicted with a type of insanity from the Game 
  Mastery Guide for 24 hours after the ritual. If the GM 
  does not use these rules, the character is sickened for 24 
  hours after the use of this item.
   
  When both of its powers have been used, the idol 
  melts into a pool of acidic mucus. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, rage, divination, 
  crafter must worship a demon, old god, or god of the 
  dark tapestry; Cost 950 gp
  Staff of Madness
  Aura moderate enchantment; CL 8th
  Slot none; Price 25,000 gp; Weight 5 lbs.
  DESCRIPTION
  An everchanging panoply of tormented faces appears 
  and disappears slowly from the wood or ivory of this 
  twisted staff. With the GM’s approval, carrying this staff 
  bestows a minor madness from the table above on the 
  possessor.
  • Lesser confusion (1 charge)
  • Facemelt (2 charges)
  • Skullsplitter (2 charges)
  • Confusion (4 charges)
  CONSTRUCTION
  Requirements Craft Staff, lesser confusion, facemelt, 
  skullsplitter, confusion; Cost 12,500 gp
  Derro Class Archetypes
  The following class archetypes are available to derro.
  FIST OF MADNESS (MONK)
  Among the derro, some of the most chaotic are compelled 
  to test their minds and bodies in bizarre and horrible 
  ways. For each individual, the ordeals of tempering their 
  body are different, and no two of these so-called fists of 
  madness train in concert or in the same manner. Still, 
  their single-minded mad passion gives them frightening 
  combat abilities and makes them a chaotic antithesis to 
  the martial artists among the sane races.
  Derro Weapons: At 1st level, the fist of madness replaces 
  all monk weapon proficiencies with proficiencies in all 
  simple light and one-handed weapons, the alkys, the 
  fauchard, and the shuriken. The alkys and the fauchard 
  count as monk weapons for the fist of madness and 
  may be used with flurry of blows.
  Replaced Skills: At 1st level, the fist of madness replaces 
  Knowledge (religion) with Knowledge (forbidden 
  lore), and Knowledge (history) with Knowledge 
  (dungeoneering).
  Chaos Strike: At 1st level, the fist of madness gains the 
  ability to cause madness with his unarmed strikes. You 
  must declare that you are using this ability before you 
  make your attack roll (thus, a failed attack roll ruins 
  the attempt). Chaos strike forces a foe damaged by 
  your unarmed attack to make a Will saving throw (DC 
  10 + 1/2 your character level + your Cha modifier), in 
  addition to dealing damage normally. A defender who 
  fails this saving throw acts as if affected by the spell 
  lesser confusion for 1 round, and effects that remove or 
  affect spells (such as protection from spells and dispel 
  magic) work as normal. You may attempt a chaos 
  strike once per day, +1 for every four levels of fist of 
  madness you have attained, but no more than once per 
  
   
  16
  Advanced Races Derro
  round. Constructs, oozes, plants, undead, incorporeal 
  creatures, and creatures immune to critical hits 
  cannot be confused by this ability. This ability replaces 
  stunning fist. 
  Madness Ki: At 4th level, the fist of madness gains a ki 
  pool. This ki can be used to power any regular monk 
  abilities not replaced by this archetype, but can also be 
  used to power the shadow ki abilities the monk will 
  gain. This ki pool uses Charisma instead of Wisdom 
  to determine the amount of ki points per day. This 
  ability modifies the ki pool ability.
  Chaos Blur: At 4th level, the fist of madness may use 
  a point of ki to give herself a 20% miss chance for 1 
  round. This ability replaces the monk ability to spend 
  ki to give himself a +4 bonus to AC for 1 round.
  Shadow Ki: At 4th level, and every three levels 
  thereafter, the fist of madness may select a ninja trick 
  from the ninja trick list. These choices do not include 
  rogue talents, only ninja tricks. The character’s levels 
  in the archetype count as ninja levels for choosing 
  ninja tricks, and the madness ki ability of the fist of 
  madness is used to power them. This ability replaces 
  still mind, purity of body, ki strike (cold iron/silver), 
  diamond body, diamond soul, ki strike (adamantine), 
  timeless body, tongue of the sun and moon, and 
  perfect self.
  Pulse of Madness: At 8th level, the fist of madness may 
  spend two uses of chaos strike as a standard action 
  that does not provoke attacks of opportunity to cause 
  confusion in a 15-foot radius centered on her. This 
  effect lasts for a number of rounds equal to 1/2 the 
  character’s fist of madness level. For all purposes 
  except attacks of opportunity, including dispelling 
  and magical protection, this power acts as the spell 
  confusion. If the fist of madness can be affected 
  by confusion effects, the spell will affect the fist of 
  madness as well. The save for this ability is equal 
  to 1/2 the level of the fist of madness level plus her 
  Charisma modifier. 
  Madness AC: The fist of madness adds her Charisma 
  bonus added to her AC, plus an additional +1for every 
  four levels. This benefit replaces the monk’s AC bonus. 
  Ki Strike (Chaos): At 10th level, a the unarmed 
  attacks of a fist of madness are also treated as chaotic 
  weapons for the purpose of overcoming damage 
  reduction. This ability replaces ki strike (lawful).
  Quivering Mind: At 15th level, a fist of madness can 
  inflict true madness upon her foes. In all regards, 
  this ability is identical to the monk’s quivering palm, 
  except that the saving throw DC is 10 + 1/2 the fist of 
  madness’ level, + the fist of madness’ Cha modifier, 
  and the result is the target gaining a major insanity 
  (if the GM uses these rules) and being permanently 
  staggered if he fails his saving throw. As with quivering 
  palm, this effect can be brought forth upon the victim 
  a number of days after the successful hit equal to the 
  fist of madness’ level. All the effects are permanent 
  until healed with remove curse or a similar effect. 
  Chaos Master: At 20th level, a fist of madness warps 
  the very fabric of reality around her. In a 50-foot 
  radius around the fist of madness, the local plane 
  becomes strongly aligned to chaos and is affected as 
  if by a circle of protection: law. The fist of madness 
  may at will alter the gravity within this region to any 
  of the following: normal, heavy, light, no, objective 
  directional (chosen by the fist of madness), or 
  subjective directional.
  MONSTROPHILE (RANGER)
  These derro rangers use their madness and charisma 
  to master creatures that others cannot begin to 
  understand. They keep oozes, vermin and strange 
  monstrous creatures as battle-thralls and hunting beasts. 
  The monstrophile sacrifices some ranger abilities to 
  create a deep bond with their chose creature.
  Monstrous Empathy: At 1st level, the monstrophile 
  is able to use wild empathy, as the ranger ability, 
  when dealing with monstrous animals, unintelligent 
  aberrations, vermin and oozes only. Normal animals 
  are no longer affected by this power. This ability 
  replaces animal empathy.
  Monstrous Companion: At 1st level, the monstrophile 
  gains the companionship of a monstrous creature. 
  This can be any vermin, reptile, or amphibian on 
  the animal companion list, or one of the ooze or 
  monstrous creature companions described below, 
  but cannot be a dinosaur. This companion has 1/2 its 
  normal hit points until the monstrophile attains 3rd 
  level. This ability otherwise acts as the druid’s animal 
  companion ability. It replaces the ranger’s favored 
  enemy, hunter’s bond, and ranger spell casting. 
  Ooze Companions
  Ooze companions have no Intelligence score and 
  possess the mindless trait. Nevertheless, an ooze 
  companion can learn one trick, plus additional bonus 
  tricks as noted on Table: Animal Companion Base 
  Statistics. If an ooze companion gains an ability score 
  increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid 
  can apply this increase to the companion’s Intelligence, 
  changing it from — to 1 (and then perhaps higher), 
  at which time the companion loses the mindless trait 
  and is able to know up to three tricks per point of 
  Intelligence, plus additional bonus tricks, as per the 
  Handle Animal skill. An ooze companion has no skill 
  points or feats as long as it has the mindless trait.
  Note that oozes have the ooze traits from the 
  appropriate section of Bestiary 1.
  
  17
  Gelatinous Cube
  Starting Statistics: Size Medium; Speed 20 ft.; AC +0; 
  Attack slam (1d4 plus 1d4 acid); Ability Scores Str 10, 
  Dex 4, Con 18, Int —, Wis 5, Cha 1; Special Attacks 
  paralysis (Fortitude DC 14 or paralyzed for 1d6 rounds, 
  this is a poison effect); engulf (see Gelatinous Cube entry 
  in Bestiary 1) Special Qualities blindsight 20 ft., DR 5/
  slashing or piercing; CMD can’t be tripped.
  7th-Level Advancement: Size Large; Speed 15 ft.; AC +0; 
  Attack slam (1d6 plus 1d6 acid); Ability Scores Str +0, 
  Dex –3, Con +8; Special Attacks paralysis (Fortitude DC 
  20 or paralyzed for 1d6 rounds, this is a poison effect); 
  Special Qualities blindsight 20 ft.
  Ochre Jelly 
  Starting Statistics: Size Medium; Speed 15 ft., climb 10 
  ft; AC +0; Attack slam (1d4+ 2 plus 1d4 acid); Ability 
  Scores Str 12, Dex 4, Con 14, Int —, Wis 5, Cha 1; 
  Special Attacks grab; Special Qualities blindsight 20 ft., 
  DR 5/bludgeoning; CMD can’t be tripped.
  7th-Level Advancement: Size Large; Speed 10 ft.; AC 
  +0; Attack slam (2d4+3 plus 1d6 acid); Ability Scores 
  Str +4, Dex –3, Con +4; Special Attacks grab; Special 
  Qualities blindsight 20 ft., split (see entry in Bestiary 1) 
  The ooze may rejoin as a full-round action. Only one 
  ooze may be ordered about by the druid; the rest are 
  truly mindless. 
  SHADOW ANTIPALADIN (ANTIPALADIN)
  Derro antipaladins are the elite servants of gods like 
  Nyarlathotep and the Black Goat of the Woods. They 
  are masters of stealth and shadow magic, who shake the 
  faith of those who believe that the good of the world can 
  survive the dark apotheosis to come. Rather than strutting 
  warriors, they are lethal shadow-hunters, moving through 
  the night, bringing their message of hopelessness and 
  madness to a naive and unsuspecting world. 
  Alignment: Most shadow antipaladins are chaotic evil, 
  but a few are chaotic neutral. 
  Weapons and Armor: The shadow antipaladin is not 
  proficient with heavy armor. 
  Class Skills: The shadow antipaladin replaces Ride and 
  Handle Animal with Acrobatics and Perception.
  Detect Law (Sp): This ability acts as the antipaladin 
  ability detect good, except that the spell detect law is 
  cast instead of detect good.
  Smite Law (Su): At 1st level, the shadow antipaladin 
  gains the ability to smite lawful creatures. This 
  ability acts as smite good in all ways, except that 
  creatures with lawful alignments are targeted instead 
  of creatures with good alignments. Lawful-aligned 
  outsiders, priests, and paladins, as well as members of 
  judicial and law enforcement organizations of lawful 
  societies (GM’s discretion) take double damage from 
  this smite effect instead of the creatures listed under 
  smite good. This ability replaces smite good.
  Aura of Madness (Su): At 3rd level, a shadow 
  antipaladin radiates an aura of chaos and madness 
  that causes all enemies within 10 feet to take a –2 
  penalty on saving throws against any effect that causes 
  insanity or the confused condition. Creatures that 
  are normally immune to insanity lose that immunity 
  while within 10 feet of an antipaladin with this ability. 
  This ability functions only while the antipaladin 
  remains conscious, not if he is unconscious or dead. 
  This ability replaces aura of cowardice.
  Evasion: At 3rd level, the shadow antipaladin gains 
  evasion, as the rogue ability. This ability replaces 
  plague bringer.
  Cruelty (Su): At 3rd level, and every three levels 
  thereafter, a shadow antipaladin can select one cruelty to 
  use in conjunction with the touch of corruption ability. 
  At 3rd level, the following initial cruelty is available.
  Least Confusion: The target has a 20% chance of 
  being dazed for 1 round.
  At 6th level, a shadow antipaladin can choose from the 
  following two cruelties.
  Sneak Attack 1d6: This ability acts as the sneak 
  attack ability of the rogue, and stacks with sneak 
  attack dice from other sources.
  Lesser Confusion: The target is confused for 1 round. 
  The antipaladin must have the least confusion 
  cruelty before selecting this cruelty.
  At 9th level, a shadow antipaladin adds the following 
  two cruelties to the list of those available.
  Greater Confusion: The target is confused for 1 
  round per level of the shadow antipaladin. The 
  antipaladin must have the lesser confusion cruelty 
  before selecting this cruelty.
  Sneak Attack 2d6: This ability acts as the sneak 
  attack ability of the rogue, and stacks with sneak 
  attack dice from other sources. The antipaladin 
  must have selected the sneak attack 1d6 cruelty 
  before selecting this cruelty.
  At 12th level, a shadow antipaladin adds the following 
  two cruelties to the list of those available.
  Confusion Burst: This ability acts as a confusion spell 
  centered on the antipaladin. The antipaladin must 
  have the greater confusion cruelty before selecting 
  this cruelty.
  Sneak Attack 3d6: This ability acts as the sneak 
  attack ability of the rogue, and stacks with sneak 
  attack dice from other sources. The antipaladin 
  must have selected the sneak attack 2d6 cruelty 
  before selecting this cruelty.
  
   
  18
  Advanced Races Derro
  At 15th level, a shadow antipaladin adds the following 
  two cruelties to the list of those available.
  Insanity Touch: This ability acts as the spell insanity. 
  The antipaladin must have the confusion burst 
  cruelty before selecting this cruelty.
  Sneak Attack 4d6: This ability acts as the sneak 
  attack ability of the rogue, and stacks with sneak 
  attack dice from other sources. The antipaladin 
  must have selected the sneak attack 3d6 cruelty 
  before selecting this cruelty.
  At 18th level, a shadow antipaladin adds the following 
  cruelty to the list of those available.
  Sneak Attack 5d6: This ability acts as the sneak 
  attack ability of the rogue, and stacks with sneak 
  attack dice from other sources. The antipaladin 
  must have selected the sneak attack 4d6 cruelty 
  before selecting this cruelty.
  Aura of Insanity: At 17th level, the shadow antipaladin 
  gains DR 5/law. Each enemy within 10 feet takes a –4 
  penalty to saving throws against confusion or insanity 
  effects. This ability functions only while the shadow 
  antipaladin is conscious, not if he is unconscious or 
  dead.
  Evangelist of Madness: At 20th level, the shadow 
  antipaladin becomes a harbinger of the darkest gods 
  of evil and madness. She gains DR 10/law. Whenever 
  he uses smite law and successfully strikes a lawful 
  outsider, the shadow antipaladin can choose to subject 
  the outsider to banishment, using his antipaladin level 
  as the caster level. In addition, members of judicial 
  and law enforcement organizations of lawful societies 
  (GM’s discretion) must make a Will save (10 + 1/2 
  shadow antipaladin level + Cha) or gain a permanent 
  major insanity. In all other ways this ability acts as the 
  antipaladin’s unholy champion ability. It replaces the 
  unholy champion ability.
  Spells: The shadow antipaladin gains spells as a regular 
  antipaladin, but uses the shadowcaster spell list from 
  Deep Magic.
  NEW BLOODLINE: DERRO SAVANT
  The following bloodline is available to derro sorcerers, 
  whether lesser derro or full derro.
  With their mind-bending and soul-crushing powers, as 
  well as their encyclopedic knowledge of the dark secrets 
  of the world, the derro savants rule their lesser kin with 
  an iron fist. They bend their servants to their secret 
  purposes and plot to hasten the coming of the end times.
  Class Skill: Knowledge (forbidden lore).
  Bonus Spells: charm person (3rd), detect thoughts (5th), 
  suggestion (7th), charm monster (9th), dominate 
  person (11th), geas (13th), insanity (15th), demand 
  (17th), dominate monster (19th).
  Bonus Feats: Threnodic Spell (no prerequisites), Spell 
  Focus, Skill Focus (any Knowledge), Bouncing Spell, 
  Persistent Spell, Iron Will.
  Bloodline Arcana: Whenever you cast a spell of the 
  charm subschool, increase the spell’s DC by 2.
  Bloodline Powers: Your path of domination gives 
  you eldritch abilities, both to learn secrets and to 
  dominate others.
  Entrancing Gaze: At 1st level, you can cause a creature 
  to be entranced into passivity at a range of 30 feet. 
  If the creature fails a Will save equal to 10 + your 
  Charisma modifier, the creature can take only a 
  move action on its next turn but can defend itself 
  normally Once a creature has been affected by 
  entrancing gaze, it is immune to its effects for 24 
  hours. You can use this ability a number of times 
  per day equal to 3 + your Charisma modifier. This is 
  a mind-affecting effect.
  Student Savant: At 3rd level, you gain a +2 insight 
  bonus on checks involving any Knowledge skill 
  in which you have at least 1 rank and no more 
  than 7 ranks. This bonus does not stack with that 
  from Skill Focus. You can make Knowledge checks 
  untrained if they have a DC of 15 or lower.
  Savant: At 9th level, you add half your class level as a 
  bonus on all Knowledge checks and can make all 
  Knowledge checks untrained.
  Skilled Manipulator: At 15th level, if you successfully 
  use detect thoughts or scry to observe an enemy for 
  at least 2 rounds, you gain a +4 insight bonus to the 
  save DC of any spells of the charm subschool that 
  you cast on this enemy. You can observe only one 
  enemy at a time in this fashion. 
  Master Dominator: At 20th level, you can use 
  permanency on your charmed servants to make 
  your domination of them permanent. Each servant 
  requires 1,000 gp per Hit Die, and you can control up 
  to 20 Hit Dice of charmed servants in this fashion.
  
  19
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  Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original 
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  Skip Williams.
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  Monte Cook, and Skip Williams.
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  Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, 
  Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben 
  McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, 
  Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, 
  Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina 
  Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.
  Kobold Ecologies Kobold Quarterly issue 1, Copyright 2007, Wolfgang 
  Baur, www.wolfgangbaur.com. All rights reserved.
  Kobold Ecologies, Volume 1. Copyright 2009. Open Design LLC. www.
  koboldquarterly.com. All right reserved.
  Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; 
  Authors: James Jacobs, Rob McCreary, F. Wesley Schneider
  Advanced Races: Derro. © 2014, Open Design Authors: Wolfgang Baur 
  dand Nicholas Milasich. © 2014 Kobold Press. KoboldPress.com.
  OPEN GAME LICENSE Version 1.0a
  
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