Hit Points
123
(13d10+52)
Speed:
Walk 30 ft.,
Climb 30 ft.,
STR
16
(3)
DEX
16
(3)
CON
18
(4)
INT
13
(1)
WIS
14
(2)
CHA
12
(1)
Saving Throws:
—
Skills:
Perception +5
,
Stealth +9
Damage Vulnerabilities:
—
Damage Resistances:
—
Damage Immunities:
—
Condition Immunities:
—
Senses:
darkvision 120 ft.
Languages: Elvish, Undercommon
Proficiency Bonus: 3
Traits:
-
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.
-
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
-
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
-
Web Walker. The drider ignores movement restrictions caused by webbing.
Innate Spellcasting:
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/day each: darkness, faerie fire
Actions:
-
Multiattack - The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
-
Bite - Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
-
Longsword - Melee Weapon Attack: +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.
-
Longbow - Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.