Drider (5e Creature)

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Drider

Large monstrosity, chaotic neutral


Armor Class 16 (breastplate)
Hit Points 165 (16d10+65)
Speed 30ft, climb 30ft


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 15 (+2) 16 (+3) 14 (+2)

Saving Throws dex +7, wis +5
Skills arcana +5, perception +6, stealth +7
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses Darkvision 240ft, passive Perception 16
Languages common, elvish, undercommon
Challenge 8 (3900 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 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day: darkness, faerie fire

Spellcasting The Drider is a 7th-level. It's spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks). The Drider has the following Cleric spells prepared:
Cantrips (At will): poison spray, thaumatugy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, freedom of movement

Spider Climb The Drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense While in contact with the web, the Drider knows the exact location of any other creature in contact with the same web.

Web Walker The Drider ignores movement restriction caused by webbing.

ACTIONS

Multiattack. The Drider makes three attacks with it's longsword, longbow, bite, claws and/or web.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage plus (2d8) poison damage. The target must make a DC 16 Constitution saving throw. On a failure, if the creature is a humanoid, beast or monstrosity, they will become inflicted with type 1 Arachnomania. Symptoms will emerge 1d8 hours after being affected.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage. The target must make a DC 11 Constitution saving throw. On a failure, the target becomes poisoned for 1 hour.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 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.

Web (Recharge 2-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 13; 17 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


When a Drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those who pass rise higher in the Spider Queen's favor. Those who fail are transformed into Driders-a horrid hybrid of a Drow and a giant spider that serves as a living reminder of Lolth's power. Only Drow can be turned into Driders, and the power to create these creatures resides with Lolth alone. After their transformation, Driders are shunned from Drow society. They hide in caves in the underdark to avoid Drow. They often take over or start Arachnicid nests. Driders reproduce the same way they did as Drow. Driders are incredibly intelligent and, for the right price, there is no better guide in the Underdark than an experienced Drider.


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