Advanced search options

Monsters

id35
NameDrider
SizeAndTypeLarge Aberration
HitDice6d8+18 (45)
Initiative+2 (Dex)
Speed30 ft., climb 15 ft.
ArmorClass17 (-1 size, +2 Dex, +6 natural)
Attacks2 short swords +3 melee, bite +0 melee; or shortbow +5ranged
DamageShort sword 1d6+2, short sword 1d6+1, bite 1d4+1;shortbow 1d6
FaceAndReach10 ft. by 10 ft./5 ft.
SpecialAttacksSpells, spell-like abilities, poison
SpecialQualitiesSR 14
Saves_Fort5
Saves_Ref4
Saves_Will8
AbilitiesStr 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
SkillsClimb +14, Concentration +10, Hide +8, Listen +9, MoveSilently +7, Spellcraft +10, Spot +9
FeatsAmbidexterity, Combat Casting, Two-Weapon Fighting
ClimateAndTerrainUnderground
OrganizationSolitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders)
ChallengeRating_Value7
TreasureDouble standard
AlignmentAlways chaotic evil
AdvancementBy 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.