Drider
Large humanoid- Challenge
- STR
- 3
- DEX
- 3
- CON
- 4
- INT
- 1
- WIS
- 2
- CHA
- 1
- Soak
- 2
- Fort
- +5
- Ref
- +4
- Will
- +2
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.
Maneuvers. The drider uses maneuvers (maneuver save Difficulty 14). It has 6 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: aim, disorient, distant shot, hamstring, impaling shot, knockback, parry, rain of arrows, ricochet, shot on the run, slice through, spring attack, trip, vault, volley, whirling blade
2 stamina dice: entangling shot, precision, snap shot
Spellcasting. The drider uses Divinity (wis) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 3 mana, a mana limit of 1, 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: darkness, faerie fire
Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make a skill check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attacks, as well as on Perception checks that rely on sight.
Web Walker. The drider ignores movement restrictions caused by webbing.
Actions (2)
Bite (1/turn). Melee Weapon Attack: +5 to hit. Hit: 5 (1d4 + 3) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +5 to hit. 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: +5 to hit. Hit: 10 (2d6 + 3) piercing damage plus 4 (1d8) poison damage.
Longbow. Ranged Weapon Attack: +5 to hit, range 20/200 m. Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) poison damage.
Maneuvers
Aim
As an action, make a ranged weapon attack with advantage as you take aim.
On a hit, add one stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
1 minute/stamina die
As an action, make a weapon attack to disorient the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enhance
You can increase the damage for each additional stamina die expended.
Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.
Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.
Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.
As an action, make a ranged weapon attack at double your weapon’s range and long range.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack that deals slashing damage to cripple the creature.
On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.
You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
As an action, make a ranged weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.
On a failure, a creature takes piercing damage equal to the stamina die.
On a failure, it takes piercing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack to knock the creature back.
On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.
As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.
As an action, you can release a volley of arrows that fall from the sky at a point you can see within 10 meters. Each creature in a cylinder centered on that point must make a Reflex saving throw.
On a failure, it takes damage equal to the stamina die + your maneuver ability.
On a critical failure, it takes twice as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a ranged weapon attack to ricochet the attack toward another target.
On a hit, the attack ricochets toward another target, which must be within 5 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.
The damage type is the same as the weapon used.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. You can make a ranged weapon attack during this movement.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
Trip
As an action, make a melee weapon attack and a Brawn check to Trip.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack before the end of your next turn.
Enhance
You can increase the damage for each additional stamina die expended and add the full stamina dice result to the attack’s damage roll.
As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes damage equal to the stamina die + your maneuver ability.
On a critical failure, it takes twice as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, you can attach some rope to a projectile and make a ranged weapon attack with it to entangle the creature.
On a hit, add one stamina die to the attack’s damage and if the creature is Large or smaller, the rope wraps around it as it is immobilized. The rope has no effect on creatures that are formless.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope, or one that can touch the creature, can also use an action to make a Brawn or Nimbleness check (its choice) against your maneuver Difficulty.
Enhance
You can increase the damage for each additional stamina die expended.
As a reaction, which you use when you make a weapon attack against a creature, you can strike precisely. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
Spells
concentration, 1 hour/mana
As an action, darkness spreads from a point within 20 meters to fill a sphere twice as big as normal for the duration. The darkness spreads around corners.
If the point is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled. Non-magical light, as well as light created by concoctions or spells using equal or less catalysts or mana, can’t illuminate the area.
At the start of each of your turns if the darkness is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Augment
You can expend 1 additional mana so the darkness is magical. A creature with darkvision can’t see through this darkness.
Maddening Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Will saving throw. On a failure, it is confused until the start of its next turn.
Hungering Darkness. You can expend 1 additional mana and cast the spell as two actions so the darkness is a gateway to the dark between the stars, a region infested with unknown horrors. The sphere is now sized based on the mana expended and the duration changes to 5 minutes/mana, concentration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 5 meters away. No light, magical or otherwise, can illuminate the darkness, and creatures fully within the area are blinded. Whenever a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Reflex saving throw, taking 1d6 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d6 for every two additional mana expended.
concentration, 1 minute/mana
As an action, each creature and object in a sphere twice as big as normal within 10 meters is outlined in blue, green, or violet light (your choice). An unwilling creature must make a Fortitude saving throw to avoid the effect. For the duration, objects and affected creatures shed dim light in a 2-meter radius.
Any attack made against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.