Drider (CR 7)

Large Aberration
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., Listen +9, and Spot +9
Languages: Drow, Common, and Undercommon


AC: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Hit Dice: 6d8+18 (45 hp)
Fort +5, Ref +4, Will +8
Speed: 30 ft., climb 15 ft.
Space: 10 ft./5 ft.
Base Attack +4; Grapple +10
Attack: Dagger +5 melee or bite +6 melee or shortbow +5 ranged
Full Attack: 2 short daggers +3 melee and bite +1 melee; or shortbow +5 ranged
Damage: dagger 1d6+2/19-20, dagger 1d6+1/19-20, bite 1d4+1 plus poison; shortbow 1d8/x3
Special Attacks/Actions: Spells, spell-like abilities, poison
Abilities: Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Special Qualities: SR 14
Feats: Combat Casting; Two-Weapon Fighting; Weapon Focus (bite)
Skills: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, and Spot +9
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary, pair, or troupe (1-2 plus 7-12 Medium-size monstrous spiders)
Treasure: Double standard

Source: Monster Manual

Combat

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.

Spells: Driders may be 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery.

Spell-Like Abilities: 1/day - dancing tights, darkness, detect chaos, detect evil, detect good,. detect law, detect magic, faerie fire, and levitate. These abilities are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).

Once per day a drider cleric can additionally use clairaudience/clairvoyance, discern lies, dispel magic, and suggestion as a 6th-level caster.

Poison (Ex): Bite, Fortitude save (DC 16), initial and secondary damage 1d6 temporary Strength.

Skills: A drider receives a +4 racial bonus to Hide and Move Silently checks.