From D&D Wiki
|This material is published under the OGL 1.0a.|
|Hit Dice:||6d8+18 (45 hp)|
|Speed:||30 ft., climb 15 ft.|
|AC:||17 (-1 size, +2 Dex, +6 natural)|
|Attacks:||2 short swords +3 melee, bite +0 melee; or shortbow +5 ranged|
|Damage:||Short sword 1d6+2, short sword 1d6+1, bite 1d4+1; shortbow 1d6|
|Face/Reach:||10 ft. by 10 ft./5 ft.|
|Special Attacks:||Spells, spell-like abilities, poison|
|Special Qualities:||SR 14|
|Saves:||Fort +5, Ref +4, Will +8|
|Abilities:||Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16|
|Skills:||Climb +14, Concentration +10, Hide +8, Listen +9, Move Silently +7, Spellcraft +10, Spot +9|
|Feats:||Ambidexterity, Combat Casting, Two-Weapon Fighting|
|Organization:||Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders)|
|Alignment:||Always chaotic evil|
|Advancement:||By character class|
Driders speak Drow, 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.
Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery.
Spell-Like Abilities: 1/day-dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).
Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster.
Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength.
Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks.
Back to Main Page → 3e Open Game Content → System Reference Document → Creatures
This page is protected from editing because it is an integral part of D&D Wiki. Please discuss possible problems on the talk page.