DriderCR 7

Always CE Large Aberration

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Elven, Common, Undercommon

AC 17, touch 11, flat-footed 15
(−1 size, +2 Dex, +6 natural)

hp 45 (6 HD)

SR 17

Fort +5, Ref +4, Will +8

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

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

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.