Drider

MapTool Token

NameDrider
Sorted NameDrider
FamilyDrider
Size and TypeLarge Aberration
Hit Dice Count6
Hit Dice6d8+18 (45 hp)
Random Hit Points6d8+18 - 18
Initiative+2
Speed30 ft. (6 squares), climb 15 ft.
Armor Class17 (-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/Reach10 ft./5 ft.
Special AttacksSpells, spell-like abilities, poison
Special Qualities

Darkvision 60 ft., spell resistance 17

SavesFort +5, Ref +4, Will +8
AbilitiesStr 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)

EnvironmentUnderground
Challenge Rating7
Organization

Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)

TreasureDouble standard
AlignmentAlways chaotic evil
AdvancementBy character class
Level Adjustment+4
VersionSRD
SourcesSystem 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

Drider
Large Aberration
Hit Dice:
6d8+18 (45 hp)
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
Organization:
Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)
Challenge Rating:
7
Treasure:
Double standard
Alignment:
Always chaotic evil
Advancement:
By character class
Level Adjustment:
+4

Driders speak Elven, 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.

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), ,