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Drider

Despite their efforts to keep themselves pure, some Drow fall to the corruption of the Abyss. Drider are one of the results of this corruption.
Genetic Ancestor(s)

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Drider

Large fiend, chaotic evil
Armor Class 19 (Natural Armor)
Hit Points 123 13d10+52
Speed 30ft Climb: 30ft

STR
16 +3
DEX
16 +3
CON
18 +4
INT
13 +1
WIS
14 +2
CHA
12 +1

Skills Perception +5, Stealth +9
Senses Darkvision 120 Ft., passive Perception 15
Languages Drow, Infernal
Challenge 6


Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.   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   1/day each: darkness, faerie fire   Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Web Walker. The drider ignores movement restrictions caused by webbing.


Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4) piercing damage plus (2d8)poison damage.   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage. two handed   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. one handed   Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8) poison damage.


 

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