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.”

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

Your Drider character has the following traits.

Ability Score Increase

Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age

Driders live to be about 150 years and reach physical maturity at about the same age as human.

Alignment

The Underdark has made them vicious and dangerous. Driders are more often evil than not, and they lean strongly toward the aspects of chaos.

Size

Driders range from under 8 to over 16 feet tall and have slender builds for the drow upper half. Your size is Large.

Speed

You gain a walking speed of 30 ft and a climbing speed of 30 ft as well.

Superior Darkvision

Your darkvision has a radius of 120 feet 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Sunlight Sensitivity

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

Web Spinning

You have a number of charges equal to your Constitution modifier (minimum of 1). Each charge can be used to produce a 5 foot square of web or 25 feet of rope.. You regain charges after a short rest. You can determine the properties of the silk upon creation, specifying how sticky, springy, lasting, and delicate it is.  Your web DC is 17 and has the following characteristics AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.. The silk materials can be manipulated into many different forms.

Broad Back

A  Medium or smaller creature can ride on your abdomen if you allow it. In such a situation, you continue to act independently, not as a controlled mount. Your walking/climbing speed is not reduced as long as you are not encumbered. If you become encumbered, your walking/climbing speed is cut in half.

Web Walker

The drider ignores movement restrictions caused by webbing.

Spider Climb

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

Languages

You can speak, read, and write Common, Elvish, and Undercommon.

Web Attack

You are immune to the affects of your own web. Your webs are flammable and if ignited burn up in 1 round, dealing 2d4 to all targets within contact. Your web DC is 17 and has the following characteristics AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.

You may use charges of your web to prepare a trap, restrain a creature, or create difficult terrain.

Web Trap. You can trap an area. Preparing a trap requires 5 minutes and 1 charge of your web for a medium or smaller creature, or four times as much for a large creature. You cannot trap creatures huge or larger. Upon entering the trap, a creature must make a strength saving throw vs your web DC to avoid becoming restrained. The creature remains trapped for the next 24 hours or until the webbing is removed or destroyed by another creature.

Web Attack. You may make a ranged attack against a creature within range. On a hit the target is restrained and can break free on a successful Strength check equal to your web dc.The webbing can also be attacked and destroyed 

Sticky Ground. You may also aim your web at the ground to make an area difficult terrain. This uses 1 charge per 5 square feet. The ground in the affected area becomes difficult terrain for the next 24 hours or until the webbing is removed or destroyed.

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