Drider Sorcerer (3.5e NPC)
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|Sexless drider drow sorcerer 6|
|always CE Large aberration (augmented humanoid, elf)|
|Init/Senses||+5/darkvision 180 ft.; Listen +6, Spot +6|
|Languages||Common, Draconic, Drow Sign Language, Elven, Undercommon|
|AC||27, touch 16, flat-footed 22|
(+5 Dex, +6 natural, −1 size, +3 armor, +2 shield, +2 deflection)
|hp||36 (6 HD)|
|Fort/Ref/Will||+5/+7/+5 (+7 against spells and spell-like abilities); +2 against enchantments|
|Speed||30 ft. (6 squares), climb 15 ft.|
|Melee||+1 rapier +5 (1d6+3/18–20) and bite −1 (1d4+1 plus poison) or|
|Melee||bite −1 (1d4+1 plus poison)|
|Ranged||+1 hand crossbow +7 (1d6+1 plus poison)|
|Space/Reach||10 ft./5 ft.|
|Special Actions||Heighten Spell|
|Combat Gear||potion of cure serious wounds (CL 5th), potion of gaseous form (CL 5th), wand of magic missile (CL 3rd, 50 charges)|
|Sorcerer Spells Known||(CL 6th):|
3rd (4/day)—lightning bolt (DC 18)
2nd (6/day)—invisibility, web (DC 17)
1st (8/day)—magic missile, obscuring mist, ray of enfeeblement (+7 ranged touch), silent image (DC 16)
0 (6/day)—daze (DC 15), detect magic, ghost sound (DC 15), mage hand, ray of frost (+7 ranged touch), read magic, resistance
|Spell-Like Abilities||(CL 6th):|
1/day—dancing lights, darkness, detect magic, detect good, faerie fire, levitate
|Abilities||Str 14, Dex 20, Con 16, Int 15, Wis 10, Cha 20|
|Feats||Combat Casting, Exotic Weapon ProficiencyB (hand crossbow), Heighten Spell, Highborn DrowU, Martial Weapon ProficiencyB (rapier), Martial Weapon ProficiencyB (short sword)|
|Skills||Climb +10, Concentration +3 (+7 casting defensively), Hide +9, Listen +6, Move Silently +9, Search +8, Spot +6|
|Possessions||combat gear plus +1 hand crossbow, +1 mithral light shield, +1 rapier, 20 poisoned bolts, bracers of armor +3, cloak of charisma +2, ring of climbing, ring of protection +2.|
|Light Blindness (Ex)||Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drider sorcerer for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.|
|Poison (Ex)||Injury (bite attack), Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
Injury (poisoned bolts), Fortitude DC 13, initial damage unconsciousness for 1 minute, secondary damage unconsciousness for 2d4 hours.
The drider sorcerer presented here had the following ability scores before racial adjustments, ability score increases, and template adjustments: Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 15.
Strategies and Tactics
Drider sorcerers prefer to ambush opponents; preferably from above on ceiling and walls or using its levitate spell-like ability. Once combat is underway, a drider sorcerer tends to use the same tactics it did before it became a drider.
Drider Sorcerer (EL 9): TBD.
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