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Drider

CR 7.00 Aberration CE Large HD 9
The dry rasping of spidery legs brings this hideous monstrosity into view—a nightmarish, centaurian fusion of drow and spider.

Created from the body of a drow, warped and mutated through special poisons and elixirs to take on the characteristics of a giant spider, the drider is a dangerous creature.

Driders are sexually dimorphic. A female drider's lower spider body is sleek and graceful, often similar to a black widow's body, while its upper drow torso retains its alluring curves and beautiful face (with the exception of sharp, poisonous fangs). A male drider's lower body is bulky like a tarantula, while its upper body is wiry and bears a hideous face more spider than drow, complete with fanged mandibles.

HP
76 (9d8+36)
AC
20, touch 12, flat-footed 17 (+2 Dex, +1 dodge, +8 natural, -1 size)
Init
+2
Speed
30 ft., climb 20 ft.
Fort
+7
Ref
+5
Will
+9
BAB
+6
CMB
+9
CMD
21 (33 vs. trip)
Melee
mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)
Ranged
mwk composite longbow +8/+3 (1d8+2/×3)
Space
10 ft.
Reach
5 ft.
SR
18
Racial Modifiers
+4 Stealth
str
15
+2
dex
15
+2
con
18
+4
int
15
+2
wis
16
+3
cha
16
+3

web (+7 ranged, DC 18, hp 9)

Undersized Weapons — Although a drider is Large, its upper torso is the same size as that of a Medium humanoid's upper torso. As a result, it wields weapons as if it were one size category smaller than its actual size (Medium for most driders).

Universal Monster Rules

Poison (bite) Ex from Universal Monster Rule
A creature with this ability can poison those it attacks. The effects of the poison, including its save, frequency, and cure, are included in the creature's description. The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature's racial HD + the creature's Con modifier; the exact DC is given in the creature's descriptive text). Poisons can be removed through neutralize poison and similar effects.
Undersized Weapons Ex from Universal Monster Rule
The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
Web (+7 ranged, DC 18, hp 9) Ex from Universal Monster Rule
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled target can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature's Hit Dice + the creature's Constitution modifier. Attempts to burst a web by those caught in it take a –4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creatures touching its web.

Feats, Traits & Items

Blind-Fight from Feat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Weapon Focus (bite, mace) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14

spell-like abilities:
Constant—Detect Good, Constant—Detect Law, Constant—Detect Magic, At will—Dancing Lights, At will—Darkness, At will—Faerie Fire, 1/day—Clairaudience/Clairvoyance, 1/day—Deeper Darkness, 1/day—Dispel Magic, 1/day—Levitate, 1/day—Suggestion (DC 16)
spells known:
3rd (4/day)—Lightning Bolt (DC 16), 2nd (6/day)—Invisibility (DC 15), 2nd (6/day)—Web (DC 15), 1st (7/day)—Mage Armor (DC 14), 1st (7/day)—Magic Missile, 1st (7/day)—Ray Of Enfeeblement (DC 14), 1st (7/day)—Silent Image (DC 14), At will—Bleed (DC 13), At will—Daze (DC 13), At will—Ghost Sound (DC 13), At will—Mage Hand, At will—Ray Of Frost, At will—Read Magic, At will—Resistance (DC 13)
Details
Type
Aberration
Alignment
CE
Size
Large
Environment
any underground
Organization
solitary, pair, or group (3-8)
Treasure
double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure)
Senses
darkvision 120 ft., detect good, detect law, detect magic; Perception +15
Languages
Common, Elven, Undercommon
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
29 House/Core
  • Uses feat: Blind-Fight (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Combat Casting (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Good (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Law (Spell) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Dancing Lights (Spell) — core content under OGL 1.0a
  • Knows spell: Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Faerie Fire (Spell) — core content under OGL 1.0a
  • Knows spell: Clairaudience/Clairvoyance (Spell) — core content under OGL 1.0a
  • Knows spell: Deeper Darkness (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Levitate (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Lightning Bolt (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Web (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Magic Missile (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Enfeeblement (Spell) — core content under OGL 1.0a
  • Knows spell: Silent Image (Spell) — core content under OGL 1.0a
  • Knows spell: Bleed (Spell) — core content under OGL 1.0a
  • Knows spell: Daze (Spell) — core content under OGL 1.0a
  • Knows spell: Ghost Sound (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Hand (Spell) — core content under OGL 1.0a
  • Knows spell: Ray Of Frost (Spell) — core content under OGL 1.0a
  • Knows spell: Read Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Resistance (Spell) — core content under OGL 1.0a
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