| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 18 | +4 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 16 | +3 | +8 |
| CHA | 18 | +4 | +9 |
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampiric drider fails a saving throw, it can choose to succeed instead.
Spider Climb. The vampiric drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Sunlight Hypersensitivity. The vampiric drider takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Web Walker. The vampiric drider ignores movement restrictions caused by webs, and the vampiric drider knows the location of any other creature in contact with the same web.
Regeneration. The vampiric drider regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampiric drider takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampiric drider’s next turn.
Vampire Weaknesses. The vampiric drider has the following flaws:
Forbiddance. The vampiric drider can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampiric drider takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampiric drider’s heart while the vampiric drider is incapacitated in its resting place, the vampiric drider is paralyzed until the stake is removed.
Multiattack. The drider makes three attacks, using Foreleg, Poison Burst or Bite in any combination.
Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.
Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.
Bite. Constitution Saving Throw: DC 17, one creature within 5 feet. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampiric drider regains Hit Points equal to that amount.
Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampiric drider can expend a use to take one of the following actions. The vampiric drider regains all expended uses at the start of each of its turns.
Beguile. The vampiric drider casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The vampiric drider can’t take this action again until the start of its next turn.
Deathless Strike. The vampiric drider moves up to half its Speed, and it makes one Foreleg or Bite attack.
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