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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Drider/

Drider

Drider

Large monstrosity, chaotic evil
  • Armor Class 19 (natural armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.
  • STR
    16 (+3)
  • DEX
    16 (+3)
  • CON
    18 (+4)
  • INT
    13 (+1)
  • WIS
    14 (+2)
  • CHA
    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.

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