rpg—rules

monster

Drider

Large Monstrosity, Chaotic Evil

Armor Class
19
Hit Points
123 (13d10 + 52)
Challenge rating
6
CHA
12 (+1)
CON
18 (+4)
DEX
19 (+4)
INT
13 (+1)
STR
16 (+3)
WIS
16 (+3)

Large Monstrosity, Chaotic Evil

AC 19 · Initiative +4 (14)

HP 123 (13d10 + 52)

Speed 30 ft., Climb 30 ft.

Ability Score Mod Save
Str 16 +3 +3
Dex 19 +4 +4
Con 18 +4 +4
Int 13 +1 +1
Wis 16 +3 +3
Cha 12 +1 +1

Skills Perception +6, Stealth +10

Senses Darkvision 120 ft.; Passive Perception 16

Languages Elvish, Undercommon

CR 6 (XP 2,300; PB +3)

Traits

Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls.

Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.

Actions

Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination.

Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage.

Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6 + 3) Poison damage.

Bonus Actions

Magic of the Spider Queen (Recharge 5–6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).

Source · SRD 5.2.1 · page 281