Drider
Large monstrosity, chaotic evil
Armour Class: 19 (natural armour)
Hit Points: 123 (13d10 + 52)
Speed: 30 ft., climb 30 ft.
STR | DEX | CON |
16 (+3) | 16 (+3) | 18 (+4) |
INT | WIS | CHA |
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)
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.