Drider

Large Aberration — CR 7

Monster Manual v.3.5 (MM), p. 893.5
Hit Dice
6d8+18 (45 hp)
Initiative
+2
Speed
Land 30 ft
Armor Class
17, touch 11, flat-footed 15
Base Attack / Grapple
+4/+10
Attack
Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack
2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
STR
15
DEX
15
CON
16
INT
15
WIS
16
CHA
16
Fort / Ref / Will
+5 / +4 / +8
Challenge Rating
7
Alignment
Always Chaotic-Evil
Organization
Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Treasure
Double standard
Environment
Undergrounds
Level Adjustment
+4
Spell Resistance
17
Caster Level
6

Special Abilities

PoisonSpellsSpell-Like AbilitiesDarkvisionSpell Resistance

Feats

This strange being has the head and torso of a dark elf and the legs and lower body of a giant spider.

Description

Driders are bloodthirsty creatures that lurk in the depths of the earth, seeking warm-blooded prey of any kind.

Driders are created by the drows’ dark goddess, Lolth. When a dark elf of above average ability reaches 6th level, the goddess may put him or her through a special test. Those who fail the test become driders.

Because they have failed their goddess’s test, driders are outcasts from their own communities. Drow and driders hate one another passionately.

Driders speak Elven, Common, and Undercommon.

Combat

Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.

Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.

Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.

Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd—invisibility, web; 3rd—lightning bolt.

Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.