D20:Drider Creature
[top]DRIDER
Large (Aberration) CR 7 | ||
---|---|---|
HP 45, hd6d8+18 Initiative +2AC 17 (?1 size, +2 Dex, +6 natural), touch 11, flat-fooded 15 Fort +5, Ref +4, Will +8 Speed 30 ft. (6 squares), climb 15 ft. Spot , Listen | ||
Standard attacks BAB +4, Grapple +10 | ||
Attacks | ||
Full attack: 2 daggers +3 melee (1d6+2/19?20, 1d6+1/19?20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3) | ||
Special Attacks/Qualities | ||
Spells, spell-like abilities, poison | ||
Darkvision 60 ft., spell resistance 17 | ||
Skills Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 | ||
Feats Combat Casting, Two-Weapon Fighting, Weapon Focus (bite) | ||
Str 15 Con 16 Dex 15 Int 15 Wis 16 Cha 16 | ||
Alignment Always chaotic evil, Environment Underground, Organisation Solitary, pair, or troupe (1?2 plus 7?12 Medium monstrous spiders) |
Driders speak Elven, Common, and Undercommon.
[top]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.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Consitution based.
Spell-Like Abilities: 1/day?dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0?daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st?mage armor, magic missile, ray of enfeeblement, silent image; 2nd? invisibility, web; 3rd?lightning bolt.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
System Reference Document -> List of Creatures (SRD)
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Consitution based.
Spell-Like Abilities: 1/day?dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0?daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st?mage armor, magic missile, ray of enfeeblement, silent image; 2nd? invisibility, web; 3rd?lightning bolt.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Aberration Type | Chaotic Alignment | CR7 | Creature | D20 | Evil Alignment | LA4 | Large Size | SRD | Underground Terrain
Created by Last edited by , 10-23-2011 at 11:59 AM 0 Comments, 7,926 Views |
, 05-20-2007 at 12:58 AM
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