Large Monstrosity, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
12 (+1)
Skills Perception +5, Stealth +9
Senses Darkvision 120 ft., Passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)
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.

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

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.

Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Intelligence (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, sapping sting

1st level (4 slots): cause fear, expeditious retreat, snare

2nd level (3 slots): misty step, web

3rd level (3 slots): haste, slow

4th level (2 slots): locate creature, polymorph

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.

Reactions

Temporal Shunt (Recharge 5-6). When a creature the drider can see within 120 ft. makes an attack roll or starts to cast a spell, the drider targets the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember the drider casting the spell or being affected by it.

Habitat: Underdark

GentlemanOctopus

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