id | 35 |
---|---|
Name | Drider |
SizeAndType | Large Aberration |
HitDice | 6d8+18 (45) |
Initiative | +2 (Dex) |
Speed | 30 ft., climb 15 ft. |
ArmorClass | 17 (-1 size, +2 Dex, +6 natural) |
Attacks | 2 short swords +3 melee, bite +0 melee; or shortbow +5ranged |
Damage | Short sword 1d6+2, short sword 1d6+1, bite 1d4+1;shortbow 1d6 |
FaceAndReach | 10 ft. by 10 ft./5 ft. |
SpecialAttacks | Spells, spell-like abilities, poison |
SpecialQualities | SR 14 |
Saves_Fort | 5 |
Saves_Ref | 4 |
Saves_Will | 8 |
Abilities | Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 |
Skills | Climb +14, Concentration +10, Hide +8, Listen +9, MoveSilently +7, Spellcraft +10, Spot +9 |
Feats | Ambidexterity, Combat Casting, Two-Weapon Fighting |
ClimateAndTerrain | Underground |
Organization | Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders) |
ChallengeRating_Value | 7 |
Treasure | Double standard |
Alignment | Always chaotic evil |
Advancement | By character class |
Description |
Driders speak Drow, 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. Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. Spell-Like Abilities: 1/day-dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level). Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster. Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength. Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks. |