Drider

Large monstrosity, chaotic evil
Armor Class
19
Hit Points
13d10 + 52 (123)
Speed
walk
30 ft.
climb
30 ft.

STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
12 (+1)

Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300XP)

Special Abilities

Fey Ancestry

The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

Innate Spellcasting

The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components: At will: dancing lights 1/day each: darkness, faerie fire

Spider Climb

The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity

While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker

The drider ignores movement restrictions caused by webbing.

Actions

Multiattack

The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow

Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.