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<title>Shadow Elf Spellcaster Drider</title>
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<h1>Shadow Elf Spellcaster Drider</h1>
<p><em>Large</em> <em>Monstrosity</em></p>
<ul>
<li><strong>Armor Class:</strong> 17</li>
<li><strong>Hit Points:</strong> 114 (12d10+48)</li>
<li><strong>Speed:</strong> walk 30 ft. climb 30 ft.</li>
<li><strong>Challenge Rating:</strong> 6 (2,300 XP)</li>
<li><strong>Source:</strong> A5e Monstrous Menagerie, page 187</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>16 (+3)</td>
<td>18 (+4)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>12 (+1)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> perception +6, stealth +6, survival +6</li>
<li><strong>Damage Resistances:</strong> poison</li>
<li><strong>Senses:</strong> darkvision 120 ft., passive Perception 16</li>
<li><strong>Languages:</strong> Undercommon, Elvish, one more</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Spider Climb:</strong> The drider can use its climb speed even on difficult surfaces and upside down on ceilings.</li>
<li><strong>Sunlight Sensitivity:</strong> While in sunlight, the drider has disadvantage on attack rolls, as well as on Perception checks that rely on sight.</li>
<li><strong>Web Walker:</strong> The drider ignores movement restrictions imposed by webs.</li>
<li><strong>Fey Ancestry:</strong> The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep.</li>
<li><strong>Innate Spellcasting:</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.</li>
<li><strong>Claws:</strong> 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.</li>
<li><strong>Bite:</strong> Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.</li>
<li><strong>Longsword (wielded two-handed):</strong> Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.</li>
<li><strong>Longbow:</strong> Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.</li>
<li><strong>Darkness (2nd-Level; V, S, Concentration):</strong> 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.</li>
<li><strong>Web (2nd-Level; V, S, Concentration):</strong> 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.</li>
</ul>
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