# Shadow Elf Spellcaster Drider *Large* *Monstrosity* - **Armor Class:** 17 - **Hit Points:** 114 (12d10+48) - **Speed:** walk 30 ft. climb 30 ft. - **Challenge Rating:** 6 (2,300 XP) - **Source:** A5e Monstrous Menagerie, page 187 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 18 (+4) | 16 (+3) | 18 (+4) | 10 (+0) | 16 (+3) | 12 (+1) | - **Skills:** perception +6, stealth +6, survival +6 - **Damage Resistances:** poison - **Senses:** darkvision 120 ft., passive Perception 16 - **Languages:** Undercommon, Elvish, one more ### Special Abilities - **Spider Climb:** The drider can use its climb speed even on difficult surfaces and upside down on ceilings. - **Sunlight Sensitivity:** While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight. - **Web Walker:** The drider ignores movement restrictions imposed by webs. - **Fey Ancestry:** The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep. - **Innate Spellcasting:** The driders innate spellcasting ability is Wisdom (spell save DC 14). The drider can innately cast the following spells, requiring no material components: At will: dancing lights, 1/day each: darkness, web ### Actions - **Multiattack:** The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks. - **Claws:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). While grappling a target the drider can't attack a different target with its claws. - **Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage. - **Longsword (wielded two-handed):** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. - **Longbow:** Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage. - **Darkness (2nd-Level; V, S, Concentration):** Magical darkness spreads from a point within 30 feet filling a 15-foot-radius sphere and spreading around corners. It remains for 1 minute. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. - **Web (2nd-Level; V, S, Concentration):** Thick sticky webs fill a 20-foot cube within 60 feet lightly obscuring it and making it difficult terrain. The webs must either be anchored between two solid masses (such as walls) or layered 5 feet deep over a flat surface. Each creature that starts its turn in the webs or that enters them during its turn makes a DC 14 Dexterity saving throw. On a failure it is restrained. A creature can escape by using an action to make a DC 14 Strength check. Any 5-foot cube of webs exposed to fire burns away in 1 round dealing 5 (2d4) fire damage to any creature that starts its turn in the fire. The webs remain for 1 minute.