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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Bestiary

