Drider (3.5e Template)
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Drow clerics, sorcerers, and wizards who show exceptional talent are subject to a special test when they reach 6th level; those who fail become driders.
Creating a Drider
“Drider” is an acquired template that is almost exclusively applied to drow with 6 levels of any one of the following classes: cleric, sorcerer, and wizard. However, the template can be added to any humanoid or giant of any size from Diminutive to Gargantuan with at least 6 HD (referred to hereafter as the base creature). Any living creature with less than 6 HD that tries to gain this template (or has it forced upon the creature) is instantly slain as though by a coup de grace (no save). This is a death effect. Other creatures are unaffected.
A drider uses all the base creature’s statistics and special abilities except as noted here.
Challenge Rating: The base creature’s CR increases by 2 if the base creature’s size increases to Large or larger (see below). Otherwise, it increases by 1.
Sex: The base creature becomes sexless and can not reproduce. One can only come into existence by being transformed into a drider.
Alignment: The base creature’s alignment becomes chaotic evil. This may cause the drider to lose certain class features (see Driders with Class Levels).
Size: The base creature’s size increases by one category. Adjust statistics according to the size increase. Additional adjustments are noted below.
Type: The base creature’s type changes to aberration with the appropriate augmented subtype. Do not recalculate base attack bonus, base saves, or skill points.
Senses: A drider retains all the senses of the base creature and gains darkvision 60 feet. If the base creature already has darkvision, the range is increased by 60 feet.
AC: Adjust the creature’s natural armor bonus and size modifier according to its size increase, then increase the creature’s natural armor by +4.
Speed: The creature gains a climb speed of 15 feet. If the base creature already has a climb speed, use whichever value is higher.
Melee: If the base creature has any natural attacks, the damage increases according to its new size. Driders have a bite attack that deals damage according to its new size. If the base creature already has a bite attack use whichever value is higher. The bite attack is always a secondary attack unless the base creature’s bite attack (if it has one) is its primary attack.
Poison (Ex): A drider gains poison that is delivered through its bite attack: Injury, Fortitude DC 10 + 1/2 × total HD + Constitution modifier, initial and secondary damage 1d6 Str.
Space: A drider occupies the space according to a creature its size.
Reach: A drider has a reach according to a long creature its size.
Abilities: Adjust the base creature’s abilities according to its size increase, then apply the following adjustments: Str −2, Dex +6, Con +2.
Special Qualities: Since a drider has eight legs, it is treated as a quadruped as far as carrying capacity, tripping, and any other effect on which the number of legs depend.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks. A drider must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a –5 penalty. A drider cannot run while climbing. A drider retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing drider.
Level Adjustment: +2.
Environment: Driders tend to live in the same climate and terrain as they did before becoming a drider. It’s not uncommon for their living spaces to be infested with normal and monstrous spiders.
Typical Physical Characteristics: A drider resembles a spidery centaur in that it has a humanoid torso and head with the body of a giant spider from the waist down.
Alignment: Driders are always chaotic evil, because the ritual used to create them warps a creature’s mind until it is a destructive, hateful, evil creature seeking vengeance on anyone unfortunate enough to attract the drider’s attention.
Driders do not form societies of their own, and they are typically shunned from (if not outright hunted by) any society of which they were originally a member. Their hateful and destructive nature prevents them from cooperating with others for any extended length of time. Consequently most driders are solitary, and those that aren’t are almost never found in anything more than pairs.
A drider typically has treasure according to the base creature’s treasure and the drider’s new Challenge Rating, or double standard for the Challenge Rating whichever is higher.
Driders with Class Levels
Driders are always chaotic evil, which causes characters of certain classes to lose some class abilities. In addition, drider clerics lose their ability to turn undead and spontaneously cast cure spells but gain the ability to rebuke undead and spontaneously cast inflict spells. A drider cleric has access to two of the following domains: Chaos, Destruction, Evil, or Trickery. Optionally, they may instead choose domains from a patron deity that allows chaotic evil clerics. A drider’s favored class is the same as before unless its alignment prevents it from advancing further in the class, in which case rogue becomes its favored class.
Characters who have ranks in Knowledge (dungeoneering) can learn more about driders. When a character makes a successful check, the following lore is revealed, including the information from lower DCs.
|15||This creature is a drider.|
|17||Driders are hateful destructive creatures.|
|20||A drider’s bite is venomous.|
|22||Driders are creatures (usually originally drow) that have been twisted by corrupt magic (usually by drow).|
Characters who have ranks in Knowledge (local) can identify the base creature of the drider if it was originally a humanoid, and characters who have ranks in Knowledge (nature) can identify the base creature of the drider if it was originally a giant. In either case the DC is 10 + the drider’s CR.
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