Monster Manual 5E

(Nancy Kaufman) #1

120


DRIDER
Large monstrosi~y, chaotic evil

Armor Class 19 (natural armor)
Hit Points 123 (13d10 +52)
Speed 30ft., climb 30ft.

STR
16 (+3)

DEX
16 (+3)

CON
18 (+4)

Skills Perception +5, Stealth +9

INT
13 (+1)

WIS
14 (+2)

Senses darkvision 120ft., passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)

Fey Ancestry. The drider has advantage on saving throws
against being charmed, and magic can't put the drider to sleep.

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
1Jday each: darkness,faerie fire
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.

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 (1dl0 + 3)
slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 120/600
ft., one target. Hit: 7 (l d8 + 3) piercing damage plus 4 (1 d8)
poison damage.

DRIDER
When a drow shows great promise, Lolth summons it
to the Demonweb Pits for a test of faith and strength.
Those that pass the test rise higher in the Spider
Queen's favor. Those that fail are transformed into
driders- a horrid hybrid of a drow and a giant spider
that serves as a living reminder of Lolth's power. Only
drow can be turned into driders, and the power to create
these creatures resides with Lolth alone.
Scarred for Life. Drow transformed into driders
return to the Material Plane as twisted and debased
creatures. Driven by madness, they disappear into
the Underdark to become hermits and hunters, either
wandering alone or leading packs of giant spiders.
On rare occasion, a drider returns to the fringes of
drow society despite its curse, most often to fulfill some
longstanding vow or vendetta from its former life. Drow
fear and shun the driders, holding them in lower esteem
than slaves. However, they tolerate th e presence of_
these creatures as living representatives of Lolth's will,
and a reminder of the fate that awaits all who fail the
Spider Queen.

VARIANT: DRIDER SPELLCASTINC
Driders that were once drow spellcasters might retain their
ability to cast spells. Such driders typically have a higher
spellcasting ability (l 5 or 16) than other driders. Further, the
drider gains the Spell casting trait. A drider that was a drow
divine spellcaster, therefore, could have a Wisdom of 16 (+3)
and a Spellcasting trait as follows.
Spellcasting. The drider is a 7th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 14, +6 to
hit with spell attacks). The drider has the following spells
prepared from the cleric spell list:

Cantrips (at will): poison spray, thaumaturgy
1st level (4 slots): bane, detect magic, sanctuary
2nd level (3 slots): hold person, silence
3rd level (3 slots): clairvoyance, dispel magic
1 4th level (2 slots): divination ,freedom of movement
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