Phase Drider (5e Creature)

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Phase Drider[edit]

Large monstrosity, chaotic evil


Armor Class 19 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 30 ft., climb 30 ft.


STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 17 (+3) 14 (+2) 14 (+2)

Skills Arcana +6, Perception +5, Stealth +6
Proficiency Bonus +3
Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon
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 Intelligence (spell save DC 14). 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.

ACTIONS

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

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 18 (4d8) 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 9 (2d8) poison damage.

BONUS ACTIONS

Ethereal Jaunt. The drider magically shifts from the Material Plane to the Ethereal Plane, or vice versa.


Whether they were the experiments of drow mage-scientists, a natural mutation, or something even stranger, phase driders are rare driders who undergo the same process that turned some giant spiders into the first phase spiders long ago, though the phase driders themselves do not remember what this process entails, nor how or when it happens, only waking up one day and realizing they are indeed more than the average drider, typically when they notice their once-black carapace has turned white with blue patterns unique to each phase drider.

Planar Hermits. Despite their new power and enhanced intellect, phase driders are still as reviled and hated by drow as regular driders, perhaps even more so due to their newfound ability to hide away in the ethereal plane, as well as the accompanying boost in magical and planar knowledge. To make up for this, phase driders will construct elaborate web-filled nests that exist in similar yet minutely different layouts on both the Ethereal and Material planes, allowing them to seem to walk through walls which exist in only one iteration of their home, escaping intruders and allowing phase driders peace and quiet.

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