Drider SpellcasterLarge monstrosity
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.
Spellcasting. The drider spellcaster uses Divinity (Wis) to cast spells (spell save Difficulty 14, +6 to hit with spell attacks). It has 12 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
1 mana: bane, confusion poison, darkness, detect magic, detect poison, envenomed weapon, faerie fire, levitate (self only), poison burst, protection from poison, putrefy food and drink, ray of sickness, sanctuary, silence, slowing poison, toxic fumes
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
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 caused by webbing.
Bite (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands, plus 4 (1d8) poison damage.
Shortsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) poison damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 20/200 m. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) poison damage.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.