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Languages Aquan, Draconic innately cast the following spells, requiring no material
Challenge 17 (18,000 XP) components:
At will: dancing lights
Amphibious. The dragon turtle can breathe air and 1/day each: darkness, faerie fire
water. Spider Climb. The drider can climb difficult surfaces,
including upside down on ceilings, without needing to
Actions make an ability check.
Multiattack. The dragon turtle makes three attacks: Sunlight Sensitivity. While in sunlight, the drider has
one with its bite and two with its claws. It can make disadvantage on attack rolls, as well as on Wisdom
one tail attack in place of its two claw attacks. (Perception) checks that rely on sight.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., Web Walker. The drider ignores movement restrictions
one target. Hit: 26 (3d12 + 7) piercing damage. caused by webbing.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 16 (2d8 + 7) slashing damage. Actions
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one Multiattack. The drider makes three attacks, either
target. Hit: 26 (3d12 + 7) bludgeoning damage. If the with its longsword or its longbow. It can replace one of
target is a creature, it must succeed on a DC 20 those attacks with a bite attack.
Strength saving throw or be pushed up to 10 feet away Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
from the dragon turtle and knocked prone. creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)
Steam Breath (Recharge 5–6). The dragon turtle poison damage.
exhales scalding steam in a 60- foot cone. Each creature Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
in that area must make a DC 18 Constitution saving one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
throw, taking 52 (15d6) fire damage on a failed save, or + 3) slashing damage if used with two hands.
half as much damage on a successful one. Being Longbow. Ranged Weapon Attack: +6 to hit, range
underwater doesn’t grant resistance against this 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
damage. damage plus 4 (1d8) poison damage.
Drider Dryad
Large monstrosity, chaotic evil Medium fey, neutral
Armor Class 19 (natural armor) Armor Class 11 (16 with barkskin)
Hit Points 123 (13d10 + 52) Hit Points 22 (5d8)
Speed 30 ft., climb 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
Skills Perception +5, Stealth +9 Skills Perception +4, Stealth +5
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 14
Languages Elvish, Undercommon Languages Elvish, Sylvan
Challenge 6 (2,300 XP) Challenge 1 (200 XP)
Fey Ancestry. The drider has advantage on saving Innate Spellcasting. The dryad’s innate spellcasting
throws against being charmed, and magic can’t put the ability is Charisma (spell save DC 14). The dryad can
drider to sleep. innately cast the following spells, requiring no material
Innate Spellcasting. The drider’s innate spellcasting components:
ability is Wisdom (spell save DC 13). The drider can At will: druidcraft
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