20 (natural armor)
133 (14d10 + 56)
30 ft., climb 30 ft.
Insight +7, Intimidation +6, Perception +7
darkvision 120 ft.
Elvish, Undercommon
11
The drider has advantage on saving throws against being charmed, and magic can't put it to sleep.
The drider's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit). The drider can innately cast the following spells, requiring no components. • At will: dancing lights, poison spray, thaumaturgy • 2/Day: bane, conjure animals (1 giant spider), web • 1/Day: darkness, faerie fire
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The drider ignores movement restrictions caused by webbing.
The drider makes four attacks with its swords, or three with its longbow.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) poison damage.
Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.