Drider

large monstrosity, chaotic evil

Challenge 6 (2300 XP)

STR
16 (+3)
DEX
19 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
12 (+1)

Defense

Armor Class 19 (natural)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.

Proficiencies & Senses

Skills Perception +6, Stealth +10
Languages Elvish, Undercommon
Darkvision 120 ft.
Passive Perception 16

Traits

Spider Climb

The monster can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Sensitivity

While in sunlight, the monster has Disadvantage on ability checks and attack rolls.

Web Walker

The monster ignores movement restrictions caused by webs, and the monster knows the location of any other creature in contact with the same web.

Actions

Multiattack

The monster makes three attacks, using Foreleg or Poison Burst in any combination.

Foreleg

Melee Attack: +7 to hit. reach 10 ft. Hit: 2d8 + 4 piercing damage.

Poison Burst

Ranged Attack: +6 to hit. range 120 ft. Hit: 3d6 + 3 poison damage.

Magic of the Spider Queen

The monster casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability.

Darkness

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Faerie Fire

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dimlight in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Web

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficultterrain, and the area within them is Lightlyobscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing damage to any creature that starts its turn in the fire.