Shadow Elf Spellcaster Drider

Large Monstrosity

Armor Class 17

Hit Points 114 (12d10+48)

Speed walk +30, climb +30

Challenge 6

STR
18
+4
DEX
16
+3
CON
18
+4
INT
10
+0
WIS
16
+3
CHA
12
+1

Skills stealth +6, survival +6, perception +6

Damage Resistances poison

Senses darkvision 120 ft., passive Perception 16

Languages Undercommon, Elvish, one more

Special Abilities

Spider Climb. The drider can use its climb speed even on difficult surfaces and upside down on ceilings.

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 imposed by webs.

Fey Ancestry. The drider gains an expertise die on saving throws against being charmed, and magic can't put it to sleep.

Innate Spellcasting. 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

Actions

Multiattack. The drider makes a claws attack and then either a bite or longsword attack. Alternatively it makes two longbow attacks.

Claws. 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.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one grappled creature. Hit: 2 (1d4) piercing damage plus 13 (3d8) poison damage.

Longsword (wielded two-handed). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Longbow. Melee Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage.

Darkness (2nd-Level; V, S, Concentration). 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.

Web (2nd-Level; V, S, Concentration). 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.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open