Fey Ancestry. Magic can’t put the drider to sleep.
Boon of Lolth. The drider cannot be charmed or frightened.
Circlet of Barbed Vision (exalted). The drider is immune to poison damage, and is immune to being poisoned. Additionally, the drider has truesight to a range of 60 feet, and has advantage on initiative rolls.
Innate Spellcasting. The drider’s innate spellcasting ability is Wisdom (spell save DC 15). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire
spellcasting. The drider is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 15, +6 to hit with spell attacks). The drider has the following cleric spells prepared:
Cantrips (at will): guidance, toll the dead, resistance, sapping sting
1st level (4 slots): cure wounds, ray of sickness, inflict wounds
2nd level (3 slots):bane, blindness/deafness, darkness, web
3rd level (3 slots): conjure animals (2 giant spiders), dispel magic, vampiric touch
4th level (3 slots): blight, freedom of movement
5th level (2 slots): slow, false life, mass cure wounds
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 scourge or a spell. 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.
Scourge. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Circlet of Barbed Vision (exalted). Once per turn, the drider can use her reaction to gain a +5 bonus to one attack roll.
The drider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The drider regains spent legendary actions at the start of her turn.
Summon Demon (2 actions). The drider attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, the drider takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Cast a Spell (1 Action). The drider uses Spellcasting.
Comments