Name | Drider |
---|---|
Sorted Name | Drider |
Family | Drider |
Size and Type | Large Aberration |
Hit Dice Count | 6 |
Hit Dice | 6d8+18 (45 hp) |
Random Hit Points | 6d8+18 - 18 |
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 |
Challenge Rating | 7 |
Organization | Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders) |
Treasure | Double standard |
Alignment | Always chaotic evil |
Advancement | By character class |
Level Adjustment | +4 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Drider; CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb 15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10; Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1 melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5 ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE; SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite) |
Drider
Driders speak Elven, Common, and Undercommon. CombatDriders 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. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3), or 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)
feats: COMBAT CASTING, TWO-WEAPON FIGHTING, WEAPON FOCUS (BITE), ,