Large monstrosity, Chaotic Evil
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 123 (13d10 + 52) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 18 (+4) | 13 (+1) | 14 (+2) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +5, Stealth +9 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 15 |
| Languages | Elvish, Undercommon |
| Challenge | 6 |
The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drider ignores movement restrictions caused by webbing.
The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Melee Attack Roll: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Ranged Attack Roll: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire
Large monstrosity, Chaotic Evil
| Armor Class | 19 |
|---|---|
| Hit Points | 123 (13d10 + 52) |
| Speed | 30 ft., climb 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 19 (+4) | 18 (+4) | 13 (+1) | 16 (+3) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +6, Stealth +10 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 120 ft., passive Perception 16 |
| Languages | Elvish, Undercommon |
| Challenge | 6 |
The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
While in sunlight, the drider has Disadvantage on ability checks and attack rolls.
The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.
The drider makes three attacks, using Foreleg or Poison Burst in any combination.
Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.
Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).