Drider
Large Monstrosity chaotic evil
- Armor Class: 19 (natural armor)
- Hit Points: 123 (13d10+52)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: 5.1 SRD (2015 MM), page 304
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
16 (+3) |
18 (+4) |
13 (+1) |
14 (+2) |
12 (+1) |
- Skills: perception +5, stealth +9
- Senses: darkvision 120 ft., passive Perception 15
- Languages: Elvish, Undercommon
Special Abilities
- Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
- Innate Spellcasting: The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
- Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Web Walker: The drider ignores movement restrictions caused by webbing.
Actions
- Multiattack: The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
- Longsword: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
- Longbow: Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
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