3e SRD:Drider
This material is published under the OGL 1.0a. |
Drider
Size/Type: | Large Aberration |
---|---|
Hit Dice: | 6d8+18 (45 hp) |
Initiative: | +2 (Dex) |
Speed: | 30 ft., climb 15 ft. |
AC: | 17 (-1 size, +2 Dex, +6 natural) |
Attacks: | 2 short swords +3 melee, bite +0 melee; or shortbow +5 ranged |
Damage: | Short sword 1d6+2, short sword 1d6+1, bite 1d4+1; shortbow 1d6 |
Face/Reach: | 10 ft. by 10 ft./5 ft. |
Special Attacks: | Spells, spell-like abilities, poison |
Special Qualities: | SR 14 |
Saves: | Fort +5, Ref +4, Will +8 |
Abilities: | Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 |
Skills: | Climb +14, Concentration +10, Hide +8, Listen +9, Move Silently +7, Spellcraft +10, Spot +9 |
Feats: | Ambidexterity, Combat Casting, Two-Weapon Fighting |
Climate/Terrain: | Underground |
Organization: | Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders) |
Challenge Rating: | 7 |
Treasure: | Double standard |
Alignment: | Always chaotic evil |
Advancement: | By character class |
Driders speak Drow, 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.
Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery.
Spell-Like Abilities: 1/day-dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).
Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster.
Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength.
Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks.
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