DerroSmall humanoid (derro)
Magic Resistance. The derro has advantage on saving throws against spells and other magical effects.
Sunlight Sensitivity. While in sunlight, the derro has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Hooked Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 1 m. or range 3/10 m. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. If made with a melee attack and the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 3/10 m. Hit: 4 (1d4 + 2) piercing damage.
Crossbow. Ranged Weapon Attack: +4 to hit, range 10/100 m. Hit: 6 (1d8 + 2) piercing damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9