Dungeons and Dragons Drider 3.5 PBP RPG

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Large Aberration

Hit Dice:

6d8+18 (45 hp)




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

Armor Class:

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

Base Attack/Grapple:



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)


10 ft./5 ft.

Special Attacks:

Spells, spell-like abilities, poison

Special Qualities:

Darkvision 60 ft., spell resistance 17


Fort +5, Ref +4, Will +8


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


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


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




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

Challenge Rating:



Double standard


Always chaotic evil


By character class

Level Adjustment:


Driders speak Elven, Common, and Undercommon.


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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Latest RPG Post

Before departing, I'll tell Travis to take it easy, he'll have time to get to know the mare before we go riding anywhere.

I'll check in on Morgenstern, the big gelding that I have been riding, and the young mare for Thalica. Both animals are loved on before we leave Travis with Grant and head to the newly rebuilt smithy.

I'm smiling at Thalica as we get the forge stoked, preparing to resume work on the breastplate.

If nothing else comes up, that will occupy my afternoon. In the evening, after a break, a meal, and a bath, I'll resume work on the Wright.

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