Drider Spawn, Variant (5e Creature)

Drider Spawn

Large monstrosity, chaotic neutral


Armor Class 16 (breastplate)
Hit Points 165 (16d10+65)
Speed 30ft, fly 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, draconic
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) necrotic 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 Spawn. 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.

Draconic Web (Recharge 2-6). Ranged Weapon Attack: +6 to hit, range 30/60 ft., one Large or smaller creature. Hit: 49 (11d8) acid damage. The target is also 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 Humanoid is affected by Spawn, they transform into a powerful creature, a Drider Spawn. These creatures are part Drider, part vampire, and part dragon. All Drider Spawn are female, but the are known to give birth to at least 48 young per day. Despite this mass reproduction, Drider Spawn mature 5 times slower than humans. Drider spawn also transmit Spawn trough their bite. These creatures guard their young with their life. It is always best to avoid Drider Spawn nests. However, if you are brave/crazy enough to take one on, upon their defeat you will be rewarded with the youngest Drider spawn in the nest. The young spawn will see you as a parent, not as a master. REMEMBER THIS! You will only have to worry about one Drider Spawn per raid.


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gollark: You could actually check if your society was running a sophont, though. And run it on other computers.
gollark: Maximal laziness would be "no time travel ever".
gollark: You have to do something ridiculous like brute-force all universes/timelines consistent with your specs.
gollark: This is kind of tricky to reason about since obviously time travel breaks causality, which means we can't really ask "given some universe state, what happens next", but still.
gollark: Sophonts are defined as nondeterministic in some way, right? Presumably you could, though, force them to make a particular decision by making it the only consistent one. Or does the universe just proactively not allow that kind of situation?
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