Dracodrider (5e Creature)

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Dracodrider[edit]

Large monstrosity, chaotic evil


Armor Class 19 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 30 ft., climb 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 20 (+5) 15 (+2) 16 (+3) 14 (+2)

Saving Throws Dex +7, Wis +6
Skills Arcana +5, Perception +6, Stealth +10
Proficiency Bonus +3
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic, Elvish, Undercommon
Challenge 8 (3,900 XP)


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

Innate Spellcasting The dracodrider's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day: darkness, faerie fire

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

Web Sense. While in contact with a web, the dracodrider knows the exact location of any other creature in contact with the same web.

Web Walker. The dracodrider ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The dracodrider makes three attacks with its claws or longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage.

Toxic Web (Recharge 6). The dracodrider spits poison-infused webbing at a point it can see within 60 feet of it. The webs fill a 20-foot cube from that point for 1 minute. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the web disappears at the start of the dracodrider's next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a DC 16 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature that starts its turn restrained by the webs takes 14 (4d6) poison damage.
A creature restrained by the webs can use its action to make a DC 16 Strength check. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 5 (2d4) fire damage to any creature that starts its turn in the fire.


Dracodriders are driders with draconic attributes, said to be created when a drow with draconic heritage is transformed into a drider. Dracodriders possess a unique breath weapon in the form of webbing infused with their venom, which they can traverse entirely unhindered, while their enemies are caught in the webs and slowly die from the lethal poison.

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