Drider Lurker (5e Creature)

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Drider Lurker[edit]

Large monstrosity, chaotic evil


Armor Class 19 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft., climb 30 ft.


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

Skills Arcana +6, Perception +7, Stealth +12, Survival +7
Proficiency Bonus +4
Senses darkvision 120 ft., passive Perception 17
Languages Common, Elvish, Undercommon
Challenge 10 (5,900 XP)


Brave. The drider has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the drider hits with it (included in the attack).

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 15). The drider can innately cast the following spells, requiring no material components:

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

Keen Hearing. The drider has advantage on Wisdom (Perception) checks that rely on hearing.

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 four attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 5 (2d4) piercing damage plus 9 (2d8) poison damage.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.

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

Leadership (Recharges after a Short or Long Rest). For 1 minute, the drider can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the drider. A creature can benefit from only one Leadership die at a time. The effect ends if the drider is incapacitated.

REACTIONS

Parry. The drider adds 4 to its AC against one melee attack that would hit it. To do so, the drider must see the attacker and be wielding a melee weapon.

A drider with the Master template applied to it. Those driders who, through skill and determination, survive the dangers of the Underdark are honed by it and become deadlier themselves. These driders lurk silently in the darkness, stalking their prey with absolute precision until the perfect moment to strike arises.

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