Drider

Drider

Drider Game Tokens

Enhance your tabletop adventures with our free Drider game tokens at Mistcharter Maps! Download now to bring the eerie depths of the Underdark to life with our detailed, vivid artwork. Whether you're navigating treacherous caverns or engaging in epic battles, our tokens will elevate your gameplay experience to new heights.

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    6

  • Type

    Monstrosity

  • Size

    Large

  • Habitat

    Cave
    Explore our Cave maps for more inspiration

  • AC

    19

  • HP

    123 (13d10)

  • "

    Drider Introduction

    In the shadowy depths of the Underdark, where light is a forgotten memory and the air is thick with the scent of damp earth and ancient secrets, lurks a creature both feared and pitied by those who know of its existence. The drider, a grotesque fusion of drow and arachnid, emerges from the darkness with an unsettling grace, its eight spindly legs moving silently over the rocky terrain. Its upper body retains the lithe, elegant form of a drow, with skin as dark as midnight and eyes that gleam with a malevolent intelligence. Yet, where its waist should taper into legs, there instead extends the bulbous, hairy abdomen of a giant spider, complete with twitching spinnerets and a multitude of eyes that seem to watch from every angle.


    Driders are the cursed remnants of drow society, transformed by the dark goddess Lolth as both punishment and test. Those who fail her trials are condemned to this half-life, exiled from their communities and left to wander the endless caverns of the Underdark. Despite their banishment, driders retain the cunning and magical prowess of their drow heritage, making them formidable adversaries. They are known to be solitary hunters, weaving intricate webs in the shadows to ensnare the unwary, and their venomous bite is feared by all who traverse their domain.


    The habitat of a drider is as treacherous as the creature itself. Deep within the labyrinthine tunnels of the Underdark, where the air is thick with the echoes of dripping water and the distant rumble of shifting earth, driders make their lairs. These caverns are often festooned with webs that shimmer eerily in the dim light of bioluminescent fungi, creating a hauntingly beautiful yet deadly landscape. It is said that the presence of a drider can be felt long before it is seen, as the very air seems to grow colder and the shadows deepen, as if the darkness itself is alive and watching.


    Legends speak of driders as tragic figures, once proud drow who dared to defy the will of Lolth and paid the ultimate price. Some tales tell of driders who seek redemption, hoping to regain their lost form through acts of heroism or by uncovering ancient, forbidden magics. Others, however, embrace their monstrous nature, reveling in the fear they inspire and the power they wield. To encounter a drider is to face a creature torn between two worlds, driven by a complex blend of rage, sorrow, and a relentless will to survive.


    "

  • Drider Skills & Traits

    Skills

    • Perception +4
    • Stealth +6

    Senses

    • Darkvision 120 ft.
    • Passive Perception 14

    Languages

    • Elvish
    • Undercommon

    Abilities

    • Fey Ancestry: The drider has advantage on saving throws against being charmed, and magic can't put it to sleep.
    • Spider Climb: The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • 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.
    • 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.
    • Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage plus 21 (6d6) poison damage.
    • Web (Recharge 5-6): Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

  • "

    Battle Tips for Driders

    Driders, the half-drow, half-spider creatures, are formidable opponents in any dungeon setting. With their unique combination of drow magic and spider-like abilities, they can pose a significant challenge to adventurers. Here are some tips for dungeon masters on how to effectively use driders in battle:


    Utilizing Drider Abilities

    • Webbing and Ambush: Driders can use their webbing to create traps or block passages, forcing adventurers into unfavorable positions. Use their ability to climb walls and ceilings to set up ambushes, dropping down on unsuspecting parties.
    • Spellcasting: As former drow, driders retain some spellcasting abilities. Use spells like Darkness and Faerie Fire to disorient and expose adventurers, making them easier targets for both the drider and its allies.
    • Poisonous Bite: The drider's bite can be a deadly weapon. Use it strategically to weaken or incapacitate key members of the adventuring party, such as healers or spellcasters.

    Coordinating with Other Creatures

    • Spider Allies: Driders often command or work alongside giant spiders. Use these creatures to swarm and overwhelm adventurers, creating chaos and confusion in battle.
    • Drow Allies: If the drider is part of a larger drow force, coordinate attacks to maximize their effectiveness. Drow warriors can engage in melee while the drider uses its ranged abilities and spells to support from a distance.
    • Retreat and Regroup: If the battle turns against them, driders can use their superior mobility to retreat and regroup. They can climb to safety or use their webbing to create barriers, allowing them to escape and plan a counterattack.

    Strategic Placement and Terrain

    • Verticality: Take advantage of the drider's ability to navigate vertical spaces. Position them in areas with high ceilings or narrow passages where they can move freely and attack from unexpected angles.
    • Dark Environments: Driders thrive in darkness. Use dimly lit or completely dark environments to give them an advantage, as their darkvision allows them to see while adventurers struggle.
    • Webbed Terrain: Create areas of difficult terrain using webbing to slow down or trap adventurers, making it easier for the drider and its allies to pick them off one by one.

    By leveraging the drider's unique abilities and coordinating with other creatures, a dungeon master can create a challenging and memorable encounter for their players. Whether through cunning ambushes or strategic retreats, driders can be a versatile and dangerous foe in any campaign.


    "

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