| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 14 | +2 | +2 |
| CHA | 4 | −3 | −3 |
Many-Bodied Horror
The Cult-Fused Drider has advantage on saving throws against being grappled, restrained, or knocked prone.
Unstable Flesh
When reduced below half its hit points, the drider gains advantage on melee attack rolls, but attack rolls against it also have advantage.
Multiattack
The Cult-Fused Drider makes two attacks: one with its Bone Claw and one with its Hooked Limb.
Bone Claw
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 3) slashing damage.
Hooked Limb
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
If the target is Medium or smaller, it must succeed on a DC 13 Strength saving throw or be grappled.
Consume the Living (Recharge 5–6)
The drider targets one creature it is grappling or a prone creature within 5 ft.
The target must make a DC 13 Constitution saving throw.
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On a failure: Target takes 18 (4d8) necrotic damage, and the drider regains half the damage dealt as hit points.
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On a success: Target takes 9 (2d8) necrotic damage, and the drider regains half that amount.
This feeding is slow and wet — skin splits, ribs bend, and screaming mouths pull inward.
Spasm Dodge
Once per round, when hit by an attack, the drider can impose disadvantage on that attack as its mass violently reconfigures.
Description
A knot of torsos and limbs fused into a spider-like frame. Multiple drow faces scream silently from its abdomen, their mouths opening and closing as if still chanting prayers. Black veins pulse across pale flesh, and jagged bone serves as crude blades.
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