Shadow Elf Spellcaster Drider

Large Monstrosity, (CR 6)

Armor Class 17

Hit Points 114 (12d10+48)🎲

Speed 30 ft., climb 30 ft.


STR

18 (+4)

DEX

16 (+3)

CON

18 (+4)

INT

10 (+0)

WIS

16 (+3)

CHR

12 (+1)


Skills

Senses darkvision 120 ft., passive Perception 16

Languages Undercommon, Elvish, one more

Challenge Rating 6

Actions

Multiattack.

The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.

Claws.

Melee Weapon Attack: +7 to hit reach 5 ft. one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). While grappling a target the drider can't attack a different target with its claws.

Bite.

Melee Weapon Attack: +6 to hit reach 5 ft. one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.

Longsword (wielded two-handed).

Melee Weapon Attack: +7 to hit reach 5 ft. one target. Hit: 9 (1d10 + 4) slashing damage.

Longbow.

Melee Weapon Attack: +6 to hit range 120/600 ft. one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.

Darkness (2nd-Level; V, S, Concentration).

Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it.

Web (2nd-Level; V, S, Concentration).

Thick sticky webs fill a 20-foot cube within 60 feet lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 14 Dexterity saving throw. On a failure it is restrained. A creature can escape by using an action to make a DC 14 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 minute.


sizeLarge

typeMonstrosity

group

alignment

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistancespoison

damage_immunities

condition_immunities

cr6

reactions

legendary_desc

legendary_actions

special_abilitiesname: Spider Climb,desc: The drider can use its climb speed even on difficult surfaces and upside down on ceilings.,name: Sunlight Sensitivity,desc: While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight.,name: Web Walker,desc: The drider ignores movement restrictions imposed by webs.,name: Fey Ancestry,desc: The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep.,name: Innate Spellcasting,desc: The driders innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, web

spell_list

page_no187

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 187
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