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Drider

Large Monstrosity, chaotic evil

CR 6

2,300 XP

AC: 19 (natural armor)
HP: 123 (13d10+52)
Speed: walk 30 ft. , climb 30 ft.
Skills: Perception +5, Stealth +9
Senses: darkvision 120 ft., passive Perception 15
Languages: Elvish, Undercommon
STR
16
+3
DEX
16
+3
CON
18
+4
INT
13
+1
WIS
14
+2
CHA
12
+1

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.

Quick Reference

Challenge: CR 6
Type: Monstrosity
Size: Large
Alignment: chaotic evil
Best for party of 4 at level 8-9

Running This Encounter

Driders are cunning ambush predators that use their web-slinging abilities to control battlefield positioning. Position the drider on elevated terrain or within its web-filled lair to maximize the use of its eight legs for climbing and superior mobility. Use the drider's spellcasting to disable key party members before closing to melee range. Ensure multiple web obstacles exist to slow pursuit and provide cover.

Combat Tactics

The drider opens combat with spellcasting (Faerie Fire, Tasha's Hideous Laughter, or Darkness) to disable or expose enemies, then repositions using climbing and web terrain to maintain distance. Once targets are softened, it closes with melee attacks using its multiple limbs to make bite attacks while maintaining web-covered escape routes.

Environment & Setting

Subterranean lairs with dense webbing, multiple levels, and narrow passages that favor the drider's eight-legged locomotion. Ruins of drow temples, deep caves with stalactites, or underground chasms provide ideal settings where the drider controls vertical space.

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