Drider
large monstrosity, chaotic evil
Defense
Proficiencies & Senses
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.