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|This material is published under the OGL 1.0a.|
|Hit Dice:||6d8+18 (45 hp)|
|Speed:||30 ft. (6 squares), climb 15 ft.|
|Armor Class:||17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15|
|Attack:||Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)|
|Full Attack:||2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Spells, spell-like abilities, poison|
|Special Qualities:||Darkvision 60 ft., spell resistance 17|
|Saves:||Fort +5, Ref +4, Will +8|
|Abilities:||Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16|
|Skills:||Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9|
|Feats:||Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)|
|Organization:||Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)|
|Alignment:||Always chaotic evil|
|Advancement:||By character class|
Driders speak Elven, Common, and Undercommon.
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.