SRD:Drider
This material is published under the OGL |
DRIDER
Size/Type: | Large Aberration |
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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.
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