|Hit Dice:||6d8+18 (45 hp)|
|Speed:||30 ft. (6 squares), climb 15 ft.|
|Armor Class:||17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15|
|Attack:||Dagger +5 melee (1d6+2/19-20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/×3)|
|Full Attack:||2 daggers +3 melee (1d6+2/19-20, 1d6+1/19-20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/×3)|
|Space/Reach:||10 ft./5 ft.|
|Special Attacks:||Spells, spell-like abilities, poison|
|Special Qualities:||Darkvision 60 ft., spell resistance 17|
|Saves:||Fort +5, Ref +4, Will +8|
|Abilities:||Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16|
|Skills:||Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9|
|Feats:||Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)|
|Organization:||Solitary, pair, or troupe (1-2 plus 7-12 Medium monstrous spiders)|
|Alignment:||Always chaotic evil|
|Advancement:||By character class|
Driders speak Elven, Common, and Undercommon.
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.