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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A placeholder button called, "Genealogy" is already on your Character Sheet. This is for development and will allow a Player to establish their Character's Pedigree. In other words, you will be able to give a more established background about your Character. For instance, who was the Character's mother / father, grandfather / grandmother, etc.

In each of those you can state if there was something in the Character's Ancestry that would affect the Character, for example: was the Character's grandfather royal or had some line to the throne? Was he a thief and wanted by a gang who promised he would pay through his posterity? This can be done manually but it will probably be more fun if its done randomly!

This new feature establishes the background and gives an answer to the big question of a Character coming into a game: who are they really? It will also add a good twist for Game Masters who may want to play on a Character's ancestry.

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NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


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