Drider | CR 7 |
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Always CE Large Aberration Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9 Languages Elven, Common, Undercommon |
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AC 17, touch 11, flat-footed 15 hp 45 (6 HD) SR 17 Fort +5, Ref +4, Will +8 |
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Speed 30 ft., climb 15 ft. Melee 2 daggers +3 (1d6+2/19-20, 1d6+1/19-20) and bite +1 (1d4+1 plus poison) Ranged Shortbow +5 (1d8/x3) Space 10 ft.; Reach 5 ft. Base Atk +4; Grp +10 Spell-like Abilities (CL 6): 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16) The save DCs are Charisma-based Typical Sorcerer Spells Known (CL 6): 0 (6/day)—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance 1 (7/day)—mage armor, magic missile, ray of enfeeblement, silent image 2 (6/day)—invisibility, web 3 (4/day)—lightning bolt |
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Abilities Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16 Feats Combat Casting, Two-Weapon Fighting, Weapon Focus (bite) Skills Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 Advancement By character class Level adjustment +4 |
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Poison (Ex) Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution 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 shown here are for a drider sorcerer. |