rferries
2019-04-20, 08:18 AM
Drider
https://i.imgur.com/UWL0yuq.png
The monster's beauty somehow makes it seem all the more appalling. From above, the fine ebon features, ruby eyes, and shining white hair of a drow warrior clad in armour. From below, the clattering legs and abdomen of a tremendous black spider.
The creature bares ivory fangs and you and hisses, before scuttling forward with inhuman speed to attack.
Driders are tragic, yet nonetheless horrifying creatures. These mortals have been cursed by the drow goddess Lloth for failing or defying her, and are doomed to live on as hideous abominations. Some few retain their sanity but most become twisted things that despise all creatures, themselves above all.
From the waist up a drider appears just as it did before being cursed, save for a pair of ivory fangs much like those of a vampire. From the waist down, it bears the body and many legs of a Large monstrous spider, usually with the glossy black chitin and red hourglass markings of a black widow. Almost all driders originate as drow priestesses, warriors, or wizards, though the occasional non-drow might also draw Lloth's ire.
Driders speak Abyssal in addition to any languages they knew before being cursed.
Creating A Drider
"Drider" is an acquired template that can be applied to any humanoid or giant of at least 6th level (referred to hereafter as the base creature).
Size & Type
The creature's type changes to monstrous humanoid and its size increases one step (e.g. from Medium to Large). It retains all of its subtypes and gains the [Augmented] and [Evil] subtypes. It uses all the base creature’s statistics and special abilities except as noted here or those that require a body part possessed only by the creature's original form.
Hit Dice
Increase all racial Hit Dice to d8s.
Speed
The creature's base land speed becomes 40 feet and it gains a climb speed of 20 feet.
Armour Class
A drider has a +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Base Attack/Grapple
Base attack bonus is unchanged. Recalculate the case creatures grapple bonus according to its new size modifier.
Attacks & Damage
A drider retains any manufactured weapon attacks and natural attacks of the base creature, save those that rely on its original lower body. It gains a bite attack as a primary natural attack (or as a secondary natural attack if wielding weapons) that also inflicts the creature's poison (see below). It also gains four slam attacks as secondary natural attacks (made with its legs). All these attacks deal damage based on the drider's size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).
Special Attacks
A drider retains the special attacks of the base creature, and also gains the special attacks described below.
Save DCs are equal to 10 + ½ drider’s HD + drider’s Con modifier unless otherwise noted.
Cocoon (Ex)
A drider may make a bite attack or may use its web attack against a grappled opponent by making a successful grapple check. A grappled creature is automatically ht by the web attack.
Improved Grab (Ex)
To use this ability, a drider must hit with a slam attack. If it wins the ensuing grapple check, it establishes a hold, may make a bite attack as a primary attack (at its full attack bonus), and may attempt to cocoon the opponent on the following round.
Poison (Ex)
A drider's venom is inflicted via its bite and deals initial and secondary damage of 2d4 Str on a failed Fortitude save.
Web (Ex)
A drider can throw a web once every 1d4 rounds. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the drider. An entangled creature can escape a web with a successful Escape Artist check or burst it with a Strength check. Attempts to burst a web by those caught in it take a –4 penalty.
By spending 10 minutes of work, a drider can create a sheet of sticky webbing with maximum dimensions of one 5-foot square per Hit Dice. It may repeat this process as many times as it wishes, creating either separate or contiguous webs that last indefinitely. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section of web has hit points equal to the drider's Hit Dice and damage reduction 5/—.
Special Qualities
A drider retains all the special qualities of the base creature, and also gains those described below.
Darkvision (Ex)
A drider gains darkvision out to 60 feet.
Spider Empathy (Ex)
This ability functions as a druid's wild empathy, save that the drider gains a +6 racial bonus on the check and may only use it to influence spiders and similar creatures.
Spider's Ichor (Ex)
For all effects related to race, a drider is considered to be the base creature, a monstrous humanoid, a creature of the vermin type, and a spider.
Tremorsense (Ex)
A drider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the drider’s webs.
Undersized Weapons (Ex)
Although it has greatly increased in bulk, a drider wields manufactured weapons and deals damage with its bite attack as though it were a creature of its original size (i.e. Medium for a Large drider).
Web-Walking (Ex)
As an immediate action a drider may affix a line of webbing to a solid point within reach and descend as if via featherfall (or faster if it chooses to release the line). While descending (or ascending a pre-existing line) in this way a drider may generate webbing indefinitely and may support up to its maximum encumbrance in creatures and objects.
A drider can move freely across any webs at its climb speed without penalty. It can even move freely through the area of web spell, as if it were using air walk in open air.
Saves
Unchanged.
Abilities
A drider gains +2 Constitution, +4 Dexterity, and +4 Strength.
Skills
Climb, Hide, Intimidate, Knowledge (dungeoneering), Knowledge (religion), Listen, Move Silently, Spot, and Survival are always treated as class skills for the drider (the drider regains any cross-class skill ranks invested in these skills when the template is applied).
Driders have a +8 racial bonus on Climb checks and may always take 10 on such checks. Driders gain a +8 racial bonus on Move Silently checks travelling via webs.
Feats
Same as the base creature.
Environment
Same as the base creature.
Organization
Solitary or nest (6-10). Driders are often accompanied by monstrous spiders of varying sizes.
Challenge Rating
As base creature +1.
Treasure
Standard.
Alignment
Always chaotic evil. Virtually all driders are driven mad by their curse, whether directly or by their ensuing despair. Exceptions are so rare as to be non-existent.
Characters that succumb to the mental aspect of the curse become loyal to Lloth, which affects certain classes as described below. Characters that are transformed physically but that retain their original alignments also retain their original statistics.
Clerics lose their ability to turn undead but gain the ability to rebuke undead. They replace their original domains with any two of the following domains: Chaos, Darkness, Destruction, Evil, Madness, or Trickery.
Druids and rangers must select monstrous spiders as their animal companions.
Druids and monks may continue to advance in those classes, in spite of their chaotic evil alignment.
Paladins cannot advance as paladins but may advance as blackguards, ignoring the prerequisites of that class.
Sorcerers and wizards must select a Tiny monstrous spider as their familiar.
Advancement
By character class.
Level Adjustment
Same as the base creature +2.
Feats
Envenomed Weapons
You've learned to apply your venom to your manufactured weapons.
Prerequisites
Poison special attack.
Benefits
Your manufactured weapons also inflict the effects of your poison.
Special
This feat does not allow you to stockpile, share, or sell your poison - it is simply assumed that you apply the poison to your weapons sometime before an encounter and that it rapidly loses its potency once removed from your person.
https://i.imgur.com/UWL0yuq.png
The monster's beauty somehow makes it seem all the more appalling. From above, the fine ebon features, ruby eyes, and shining white hair of a drow warrior clad in armour. From below, the clattering legs and abdomen of a tremendous black spider.
The creature bares ivory fangs and you and hisses, before scuttling forward with inhuman speed to attack.
Driders are tragic, yet nonetheless horrifying creatures. These mortals have been cursed by the drow goddess Lloth for failing or defying her, and are doomed to live on as hideous abominations. Some few retain their sanity but most become twisted things that despise all creatures, themselves above all.
From the waist up a drider appears just as it did before being cursed, save for a pair of ivory fangs much like those of a vampire. From the waist down, it bears the body and many legs of a Large monstrous spider, usually with the glossy black chitin and red hourglass markings of a black widow. Almost all driders originate as drow priestesses, warriors, or wizards, though the occasional non-drow might also draw Lloth's ire.
Driders speak Abyssal in addition to any languages they knew before being cursed.
Creating A Drider
"Drider" is an acquired template that can be applied to any humanoid or giant of at least 6th level (referred to hereafter as the base creature).
Size & Type
The creature's type changes to monstrous humanoid and its size increases one step (e.g. from Medium to Large). It retains all of its subtypes and gains the [Augmented] and [Evil] subtypes. It uses all the base creature’s statistics and special abilities except as noted here or those that require a body part possessed only by the creature's original form.
Hit Dice
Increase all racial Hit Dice to d8s.
Speed
The creature's base land speed becomes 40 feet and it gains a climb speed of 20 feet.
Armour Class
A drider has a +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Base Attack/Grapple
Base attack bonus is unchanged. Recalculate the case creatures grapple bonus according to its new size modifier.
Attacks & Damage
A drider retains any manufactured weapon attacks and natural attacks of the base creature, save those that rely on its original lower body. It gains a bite attack as a primary natural attack (or as a secondary natural attack if wielding weapons) that also inflicts the creature's poison (see below). It also gains four slam attacks as secondary natural attacks (made with its legs). All these attacks deal damage based on the drider's size (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Table_Natural_Attacks_by_Size).
Special Attacks
A drider retains the special attacks of the base creature, and also gains the special attacks described below.
Save DCs are equal to 10 + ½ drider’s HD + drider’s Con modifier unless otherwise noted.
Cocoon (Ex)
A drider may make a bite attack or may use its web attack against a grappled opponent by making a successful grapple check. A grappled creature is automatically ht by the web attack.
Improved Grab (Ex)
To use this ability, a drider must hit with a slam attack. If it wins the ensuing grapple check, it establishes a hold, may make a bite attack as a primary attack (at its full attack bonus), and may attempt to cocoon the opponent on the following round.
Poison (Ex)
A drider's venom is inflicted via its bite and deals initial and secondary damage of 2d4 Str on a failed Fortitude save.
Web (Ex)
A drider can throw a web once every 1d4 rounds. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the drider. An entangled creature can escape a web with a successful Escape Artist check or burst it with a Strength check. Attempts to burst a web by those caught in it take a –4 penalty.
By spending 10 minutes of work, a drider can create a sheet of sticky webbing with maximum dimensions of one 5-foot square per Hit Dice. It may repeat this process as many times as it wishes, creating either separate or contiguous webs that last indefinitely. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section of web has hit points equal to the drider's Hit Dice and damage reduction 5/—.
Special Qualities
A drider retains all the special qualities of the base creature, and also gains those described below.
Darkvision (Ex)
A drider gains darkvision out to 60 feet.
Spider Empathy (Ex)
This ability functions as a druid's wild empathy, save that the drider gains a +6 racial bonus on the check and may only use it to influence spiders and similar creatures.
Spider's Ichor (Ex)
For all effects related to race, a drider is considered to be the base creature, a monstrous humanoid, a creature of the vermin type, and a spider.
Tremorsense (Ex)
A drider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the drider’s webs.
Undersized Weapons (Ex)
Although it has greatly increased in bulk, a drider wields manufactured weapons and deals damage with its bite attack as though it were a creature of its original size (i.e. Medium for a Large drider).
Web-Walking (Ex)
As an immediate action a drider may affix a line of webbing to a solid point within reach and descend as if via featherfall (or faster if it chooses to release the line). While descending (or ascending a pre-existing line) in this way a drider may generate webbing indefinitely and may support up to its maximum encumbrance in creatures and objects.
A drider can move freely across any webs at its climb speed without penalty. It can even move freely through the area of web spell, as if it were using air walk in open air.
Saves
Unchanged.
Abilities
A drider gains +2 Constitution, +4 Dexterity, and +4 Strength.
Skills
Climb, Hide, Intimidate, Knowledge (dungeoneering), Knowledge (religion), Listen, Move Silently, Spot, and Survival are always treated as class skills for the drider (the drider regains any cross-class skill ranks invested in these skills when the template is applied).
Driders have a +8 racial bonus on Climb checks and may always take 10 on such checks. Driders gain a +8 racial bonus on Move Silently checks travelling via webs.
Feats
Same as the base creature.
Environment
Same as the base creature.
Organization
Solitary or nest (6-10). Driders are often accompanied by monstrous spiders of varying sizes.
Challenge Rating
As base creature +1.
Treasure
Standard.
Alignment
Always chaotic evil. Virtually all driders are driven mad by their curse, whether directly or by their ensuing despair. Exceptions are so rare as to be non-existent.
Characters that succumb to the mental aspect of the curse become loyal to Lloth, which affects certain classes as described below. Characters that are transformed physically but that retain their original alignments also retain their original statistics.
Clerics lose their ability to turn undead but gain the ability to rebuke undead. They replace their original domains with any two of the following domains: Chaos, Darkness, Destruction, Evil, Madness, or Trickery.
Druids and rangers must select monstrous spiders as their animal companions.
Druids and monks may continue to advance in those classes, in spite of their chaotic evil alignment.
Paladins cannot advance as paladins but may advance as blackguards, ignoring the prerequisites of that class.
Sorcerers and wizards must select a Tiny monstrous spider as their familiar.
Advancement
By character class.
Level Adjustment
Same as the base creature +2.
Feats
Envenomed Weapons
You've learned to apply your venom to your manufactured weapons.
Prerequisites
Poison special attack.
Benefits
Your manufactured weapons also inflict the effects of your poison.
Special
This feat does not allow you to stockpile, share, or sell your poison - it is simply assumed that you apply the poison to your weapons sometime before an encounter and that it rapidly loses its potency once removed from your person.