Dungeons and Dragons Drider 3.5 PBP RPG

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Drider

Drider

Large Aberration

Hit Dice:

6d8+18 (45 hp)

Initiative:

+2

Speed:

30 ft. (6 squares), climb 15 ft.

Armor Class:

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

Base Attack/Grapple:

+4/+10

Attack:

Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)

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)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Spells, spell-like abilities, poison

Special Qualities:

Darkvision 60 ft., spell resistance 17

Saves:

Fort +5, Ref +4, Will +8

Abilities:

Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16

Skills:

Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9

Feats:

Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Environment:

Underground

Organization:

Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)

Challenge Rating:

7

Treasure:

Double standard

Alignment:

Always chaotic evil

Advancement:

By character class

Level Adjustment:

+4

Driders speak Elven, Common, and Undercommon.

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 Constitution 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.


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Geoffroy will prepare for battle, readying a fireball as he calls upon Lathander to guide his attack and brings to the cleric's hand the sacred fire of his light as he says to his companions and gets into a position towards the front as he points his finger at the dwarves, "I will try hitting them with a fireball, stay clear of the spell my friends."

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