Drider
Drider
Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Hit Points 123 (13d10+52)
Speed 30 ft., climb 30 ft.
| 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
Challenge 6 (2,300 XP)
- 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.