Revelation Engine: Target must succeed a DC 19 Wisdom save, or have any information and plans made by themselves or involving themselves revealed and known. Conspiracy Pills (3/day): The dEr0 will eat a conspiracy pill, and gains advantage on all attack rolls for the next 1d4 rounds while it is able to hear the players intentions. Flee: the dEr0 takes the disengage bonus action, followed by a technologically enhanced dash moving at 60ft. per turn for 1d4 turns. Creatures wishing to pursue must make a DC 16 Dexterity save.
Grapple: 25ft. reach, +12 to hit. Target is grappled unless they pass a DC 16 Strength save. No damage. Bonus action: disengage.
The dEr0 are a race of large headed, thin and small bodied, grey skinned, black eyed hominids that dwell deep below the crust of the world in their sunken gigastructures. Who and what they once where is unknown, even to themselves. They are paranoid about other races, and their machinations against the dEr0. This paranoia is coupled with their own machines and tools, which cause perception shifts and even breaks in reality. It isn't known if their paranoia is a result of these machines, or if these machines are a result of their paranoia.
Far below ground, beyond any point at which a creature could reasonably hope to return to the surface.