Large monstrosity, chaotic evil

  • Armor Class 19 (Natural Armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.

16 (+3) 

16 (+3) 

18 (+4) 

13 (+1) 

14 (+2) 

12 (+1)

  • Skills Perception +5, Stealth +9
  • Senses Darkvision 120 Ft., passive Perception 15
  • Languages Elvish, Undercommon
  • Challenge 6 (2,300 XP)
  • Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.
  • Innate Spellcasting. The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: 
    At will: dancing lights
    1/day each: darkness, faerie fire
  • Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Web Walker. The drider ignores movement restrictions caused by webbing.


  • Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (1d4) piercing damage plus (2d8)poison damage.
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d10 + 3) slashing damage. two handed
  • Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage. one handed
  • Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (1d8)poison damage.