Shadow Elf Spellcaster Drider
Large Monstrosity
- Armor Class: 17
- Hit Points: 114 (12d10+48)
- Speed: walk 30 ft. climb 30 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: A5e Monstrous Menagerie, page 187
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
18 (+4) |
10 (+0) |
16 (+3) |
12 (+1) |
- Skills: perception +6, stealth +6, survival +6
- Damage Resistances: poison
- Senses: darkvision 120 ft., passive Perception 16
- Languages: Undercommon, Elvish, one more
Special Abilities
- Spider Climb: The drider can use its climb speed even on difficult surfaces and upside down on ceilings.
- Sunlight Sensitivity: While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
- Web Walker: The drider ignores movement restrictions imposed by webs.
- Fey Ancestry: The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep.
- Innate Spellcasting: The driders innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, web
Actions
- Multiattack: The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.
- Claws: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). While grappling a target the drider can't attack a different target with its claws.
- Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.
- Longsword (wielded two-handed): Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Longbow: Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.
- Darkness (2nd-Level; V, S, Concentration): Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.
- Web (2nd-Level; V, S, Concentration): Thick sticky webs fill a 20-foot cube within 60 feet lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 14 Dexterity saving throw. On a failure it is restrained. A creature can escape by using an action to make a DC 14 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 minute.
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