Page 93 - Monster Manual Expanded III Dragonix
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Drider Spiderlord                                     Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
                                                               Hit: 8 (1d10 + 3) piercing damage.
         Large monstrosity, chaotic evil
                                                               Longbow. Ranged Weapon Attack: +8 to hit, range 120/600 ft., one
         Armor Class 20 (natural armor)                        target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage.
         Hit Points 152 (16d10 + 64)                           Innate Spellcasting. The drider's innate spellcasting ability is
         Speed 30 ft., climb 30 ft.                            Wisdom (spell save DC 15). The drider can innately cast the following
                                                               spells, without providing material components:
             STR           DEX           CON           INT           WIS           CHA
                                                               At will: dancing lights
                 16 (+3)      18 (+4)       18 (+4)     13 (+1)      16 (+3)      12 (+1)
                                                               1/day each: darkness, faerie fire
                                                               Web Cocoon (Recharge 5-6). The drider targets a creature it can see
         Saving Throws Dex +8, Wis +7
                                                               within 5 feet of it.  The target must succeed on a DC 16 Strength
         Skills Perception +7, Stealth +12
                                                               saving throw.  On a failed save, the target is restrained by very thick
         Senses darkvision 120 ft., passive Perception 17
                                                               webbing. As an action, the restrained target can make a DC 16
         Languages Elvish, Undercommon
                                                               Strength check with disadvantage on the roll, bursting the webbing
         Challenge 9 (5,000 XP)       Proficiency Bonus +4
                                                               on a success. The webbing can also be attacked and destroyed (AC
                                                               15; hp 50; vulnerability to fire damage; immunity to bludgeoning,
         Fey Ancestry. The drider has advantage on saving throws against
                                                               poison, and psychic damage).
         being charmed, and magic can't put the drider to sleep.
                                                               Summon Spider (Recharges after a Short or Long Rest). The
         Legendary Resistance (1/Day). If the drider fails a saving throw, it
                                                               drider summons 2d6 giant wolf spiders, 1d6 jumping spiders (see
         can choose to succeed instead.
                                                               Appendix 1. Miscellaneous Creatures), or 1d3 giant spiders.  The
         Spider Climb. The drider can climb difficult surfaces, including   spiders appear in unoccupied spaces within 30 feet of the drider and
         upside down on ceilings, without needing to make an ability check.  acts as its allies.  The spiders act right after the drider on the same
                                                               initiative count and fight until they're destroyed.  They remain for 1
         Sunlight Sensitivity. While in sunlight, the drider has disadvantage
                                                               hour, until they or the drider dies, or until the drider dismisses them
         on attack rolls, as well as on Wisdom (Perception) checks that rely
                                                               as an action.
         on sight.
                                                               Legendary Actions
         Web Walker. The drider ignores movement restrictions caused by
         webbing.                                              The drider can take 3 legendary actions, choosing from the options
         Actions                                               below. Only one legendary action option can be used at a time and
                                                               only at the end of another creature's turn. The drider regains spent
         Multiattack. The drider makes three attacks: either with its Pike or
                                                               legendary actions at the start of its turn.
         its Longbow.  It can replace one of those attacks with a Bite attack or
                                                               Crawl. The drider moves up to half its speed.
         Web Cocoon, if available.
                                                               Command Spider. The drider targets one allied spider it can see
         Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.     within 30 feet of it.  If the target can see and hear the drider, the
         Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.  If     target can use its reaction to make one weapon attack or move up
         the target is not immune to poison, it must succeed on a DC 16     to its speed.
         Constitution saving throw or be paralyzed for 1 minute. The target   Attack (Costs 2 Actions). The drider makes a melee or ranged
         can repeat the saving throw at the end of each of its turns, ending the     attack.
         effect on itself on a success.
          Drider War Mage                                       webbing.
                                                                Actions
          Large monstrosity, chaotic evil
                                                                Multiattack. The drider makes three Rapier attacks. It can replace
          Armor Class 20 (natural armor)                        one of those attacks with a Bite attack.  Alternatively, it can make
          Hit Points 142 (15d8 + 60)                            one Rapier attack and cast one spell that takes 1 action to cast.
          Speed 30 ft., climb 30 ft.
                                                                Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                                Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
              STR           DEX           CON           INT           WIS           CHA
                                                                Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                  14 (+2)      18 (+4)      18 (+4)      16 (+3)     14 (+2)      12 (+1)
                                                                Hit: 8 (1d8 + 4) piercing damage.
          Skills Perception +5, Stealth +10                     Innate Spellcasting. The drider's innate spellcasting ability is
          Senses darkvision 120 ft., passive Perception 15      Wisdom (spell save DC 13). The drider can innately cast the
          Languages Elvish, Undercommon                         following spells, without providing material components:
          Challenge 8 (3,900 XP)       Proficiency Bonus +3     At will: dancing lights
                                                                1/day each: darkness, faerie fire
          Fey Ancestry. The drider has advantage on saving throws against
                                                                Spellcasting. The drider is a 6th-level spellcaster. Its spell-casting
          being charmed, and magic can't put the drider to sleep.
                                                                ability is Intelligence (spell save DC 14, + 6 to hit with spell attacks).
          Spider Climb. The drider can climb difficult surfaces, including   It has the following wizard spells prepared:
          upside down on ceilings, without needing to make an ability check.  Cantrips: chill touch (2d8), green-flame blade (extra 1d8 and
          Sunlight Sensitivity. While in sunlight, the drider has disadvantage     1d8 + 3), mage hand, poison spray (2d12)
          on attack rolls, as well as on Wisdom (Perception) checks that rely   1st level (4 slots): absorb elements, ice knife, shield
          on sight.                                             2nd level (3 slots): mirror image, scorching ray, web
                                                                3rd level (3 slots): dispel magic, fireball, vampiric touch
          Web Walker. The drider ignores movement restrictions caused by

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