As the favored of Lolth, all driders enjoy considerable power and authority in drow society. The drow believe that a drow house that does not have a drider for a matron mother is experiencing the displeasure of Lolth. Such houses face stigma and disdain from the greater drow community.
DRIDER
Large monstrosity,
Armor Class 19 (natural armor)
Hit Points 123 (13d10 +52)
Speed 30ft., climb 30ft.
STR 16 (+3)
DEX 16 (+3)
CON 18 (+4)
INT
WIS
CHA
Saving Throws Con +7, Wis +6, Cha +7
Skills Insight +6, Perception
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120ft., passive Perception
Languages Abyssal, Infernal,
Challenge
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
Leap. The drider can expend all its movement on its turn to jump up to 90 feet vertically or horizontally, provided that its speed is as least 30 feet.
Spider Affinity. Driders have a special kinship with spiders. Even untrained spiders recognize arachnoloths as allies and don't prey on them.
Spider Telepathy. Driders can magically command any spider of CR2 or less that is within 120 feet of it, using a limited telepathy.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Innate Spellcasting. The drider's spellcasting ability is Wisdom (spell save DC
1/day each:
Spellcasting. The drider is a l2th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drider has the following cleric spells prepared:
Cantrips (at will) : guidance, poison spray, resistance, spare the dying, thaumaturgy
lst level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
2nd level (3 slots): lesser restoratlon, protection from poison, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
4th level (3 slots): divination, freedom of movement
5th level (2 slots): conjure arachnoloth, raise dead
6th level (1 slot): word of recall
Web Sense. While in contact with a web, the drider knows the exact location of any other creature in contact with the same web.
Web Walker. The drider ignores movement restrictions caused by webbing.
Magic Weapons. The arachnoloth's weapon attacks are magical.
ACTIONS
Multiattack. The drider makes three claw attacks
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Web (Recharge 5-6}. Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 17 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
No comments:
Post a Comment