Drider Ancient One (5e Creature)

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Drider Ancient One[edit]

Large monstrosity, lawful evil


Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 16 (+3) 12 (+1)

Skills Perception +6, Stealth +6
Senses darkvision 120 ft. ft., passive Perception 16
Languages Nexalan, Elvish
Challenge 7 (2,900 XP)


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.

Spellcasting. The drider is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, thaumaturgy, toll the dead
1st level (4 slots): ambush, animal friendship, charm person, cure wounds, protection from projectiles
2nd level (3 slots): darkness, heartsense, scrollsee
3rd level (3 slots): conjure animals, pestilence
4th level (2 slots): hishna fire

ACTIONS

Multiattack. The drider casts a spell, then makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Sacrifice to Zaltec. The drider makes an attack with its bite. If this attack kills a humanoid, the drider regains one 4th level spell slot.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.


In ancient times, Maztica's god of magic and creation Qotal transgressed against his sister-goddess of love and flora Kiltzi. Ashamed of his actions, he banished himself from the continent, promising to return, but his rival god of magic and war Zaltec desired that his banishment be permanent, so he cast the Darkfyre, a pyre of toxic, black fire that shed no light upon the Material Plane that forbid any outside god from entering Maztica, within the peak of Mount Zatal. However, Qotal still had many worshipers among mankind, and he could not trust them to maintain the Darkfyre, and so he instead plucked a small group of drow from the Underdark fleeing Lolth's wrath to spend their long lives tending the Darkfyre.
These drow quickly gained a reputation among the priests of Zaltec for being incredibly powerful, long-lived, and connected to their god. Without prior knowledge of the drow, they treated these ancient, innately-magical beings as they would a tlalocoatl; as a dangerous emissary of the gods to follow or be slain by. With no name for the drow, they chose their own: the Ancient Ones.

During the Night of Wailing, Qotal was forced to return by any means necessary in order to aid in the defense of Nexal. Through a loyal couatl named Chitikas, he extinguished the Darkfyre. With Lolth's eyes upon them, the Ancient Ones were cursed into driders, while their loyal priests were cursed into the foul viperhands. Though many of the Ancient Ones died that night, enough survived to reassemble at the ashes of the Darkfyre and begin the process of rebuilding Nexal, which they now ruled directly through the jagre.

The current goal of the Ancient Ones is to return Zaltec to the seat of God of Maztica and reignite the Darkfyre so that their children can escape Lolth's sight. Seeing an Ancient One outside of Jagre Nexal is considered an omen of the illest sort, and either means tragedy has befallen the city once more, or that greater things are afoot. In any case, each Ancient One is surrounded at all times by a full war band: 20 Nexalan orcs, 10 Nexalan ogres, 5 viperhands, and a jagre. If multiple Ancient Ones are present, then a jagre champion is also surely in their midst.

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