Homebrew Drider Species Details

When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders — a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth’s power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.

“I failed the Spider Queen once. Never again.”

— Pellanistra the drider

Scarred for Life. Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.

On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth’s will, and a reminder of the fate that awaits all who fail the Spider Queen.

Drider Traits

(Fey Ancestry, Spider Climb, Sunlight Sensitivity, Superior Darkvision, Web Walker, Poisonous Fangs, Web Weaver, Innate Spellcasting, & Poison Immunity)

Web Walker

The drider ignores movement restrictions caused by webbing.

Poisonous Fangs

Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.

When you attack with this bite and hit a creature that isn’t a Construct or an Undead, target must make a CON save DC 16 or take 2D8 poison damage per bite, you can also empower yourself in one of the following ways of your choice:

  • You regain hit points equal to the piercing damage dealt by the bite.
  • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.

You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Poisonous Bite: 1 Action

Fey Ancestry

The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Spider Climb

The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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 & Animal friendship but you can target only spiders with it.

  • 1/day each: Darkness & Faerie Fire

Web Weaver

To snare its prey, a drider spins elaborate webs or shoots sticky strands of webbing from its abdomen. You gain access to the following abilities:

  • Web (Recharge 1d4 Turns). Ranged Weapon Attack: +7 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
  • You may now cast the Web spell with no material components or concentration.

Sunlight Sensitivity

While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Superior Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Poison Immunity

You are immune to poison damage and the poisoned condition.

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