SRD:Drider

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DRIDER

Size/Type: Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+10
Attack: Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack: 2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells, spell-like abilities, poison
Special Qualities: Darkvision 60 ft., spell resistance 17
Saves: Fort +5, Ref +4, Will +8
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9
Feats: Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Environment: Underground
Organization: Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4

Driders speak Elven, Common, and Undercommon.

COMBAT

Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.

Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.

Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.

Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.

Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.



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gollark: Deontology in action!
gollark: And what you should do is the moral thing, yes.
gollark: Anyway! "Consequentialism" basically says "do whatever produces the best eventual outcome (by some metric)", so a consequentialist would probably say "well, 1 people dying is better than 5, so divert the trolley".
gollark: How ethical.
gollark: Do you do so?
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