3e SRD:Drider

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Drider

Size/Type: Large Aberration
Hit Dice: 6d8+18 (45 hp)
Initiative: +2 (Dex)
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
Climate/Terrain: Underground
Organization: Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: By character class
Driders speak Drow, Common, and Undercommon.

Combat

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.



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