- 6 (2,300 XP)
Dashing Strike. If the drider uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.
Innate Spellcasting. The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells:
At will: dancing lights
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.
Multiattack. The drider makes three attacks, with its longsword, shortsword, or its longbow. It can replace one of those attacks with a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 1.5 m., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +6 to hit, reach 1.5 m. Hit: 10 (2d6 + 3) piercing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 35/185 m. Hit: 12 (2d8 + 3) piercing damage, plus 4 (1d8) poison damage.