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.
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: +8 to hit, reach 5 ft., one creature. Hit: 2 (1d10+4) piercing damage plus 16 (4d8) poison damage.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) 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.
Web (Recharge 5–6). Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target.
Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 16 Strength check, escaping on a success. The webbing can also be attacked and destroyed (AC 12; hp 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
The drider can take 3 legendary actions, choosing from the options below. Only one legendary action 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 its turn.
Web (Costs 1 Action). The drider shoots a web at a creature within 30 ft. The target must make a DC 16 Dexterity saving throw or be restrained.
Shadow Step (Costs 2 Actions). The drider teleports to an unoccupied space it can see within 60 ft. This ability functions only in dim light or darkness.
Venomous Strike (Costs 2 Actions). The drider makes a bite attack.
Description
Traits
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Walker. The drider ignores movement restrictions caused by webbing.
Innate Spellcasting. The drider’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Dancing Lights, Faerie Fire
- 1/day each: Darkness, Hold Person, Web, Levitate, Greater Invisibility
Magic Resistance. The drider has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the drider fails a saving throw, it can choose to succeed instead.
Lair and Lair Actions
- Web Cocoon: The webbing in the lair constricts around a creature the drider can see within 60 ft. That creature must make a DC 16 Strength saving throw or be restrained for 1 minute, or until the end of their turn can make another strength save.
- Summon Spiders: The drider summons a swarm of spiders or two giant spiders to a location within 60 feet. The summoned creatures act on their own initiative count.
- Venomous Mist: Poisonous gas fills a 20-foot radius sphere centered on a point the drider chooses within 120 feet. Creatures in the area must succeed on a DC 16 Constitution saving throw or take 14 (4d6) poison damage and be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success
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