Originally drow transformed by the drow queen as a means of punishing captured rebels as a form of tormenting them with such perverse bodies, the freshly created drider eventually escaped and returned to the exile prince's armies, where they were viewed as martyrs and symbols of the cruel and deranged state of the queen's mind. As the drider grew older and more powerful, they grew and their elven magic reawakened even stronger than it was before, augmented by the new curse flowing through their veins. The original escaped drider bred true and a new race was born, joining the resistance against the queen's armies.

Seeing the power her curse inadvertently provided, she began transforming her own soldiers and people into drider as a form of honor and to strengthen their kind. Eventually, many of the drider on both sides eventually broke from the civil war and sought a life less plagued by war, which led these young drider into foreign lands where they were viewed as dangerous monsters but eventually managed to somewhat integrate into some non-drow controlled lands, where their strong webs and their physical prowess has allowed them to serve some less militant roles in society.

Drider Racial Traits

  • Size and Type: Drider a large humanoids with the [elf] subtype.
    • As large creatures, drider take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. Drider take up a space that is 10 feet by 10 feet and a 5 ft. reach.
  • Ability Scores: +4 Constitution
  • Speed: Drider have a 30 ft. base speed and a 20 ft. climb speed. Drider have a +8 racial bonus on Climb checks and may always take 10 on such checks.
  • Drider Sight: Drider have darkvision 60 ft. While their vision is not as keen as their drow brethren, their mutant eyes have an easier time
  • Drider Body: Drider have eight legs, granting them a +12 bonus to their CMD to resist Trip combat maneuvers. They also wield weapons and wear armor as if they were medium size creatures.
  • Toxic Bite: Drider have a bite attack that deals 1d3 damage plus their Strength modifier and inject drider poison.
    • Bite—injury; save Fort DC 10 + 1/2 the drider's HD + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
    • Elven Immunities: Drider are immune to magic sleep spells and effects.
  • Web: Drider have the web special ability.

Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. 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 web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception 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-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

  • Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Drider Racial Progression

Drider can grow more powerful without taking class levels (similar to drider in the Bestiary) and naturally develop magical abilities as well as increased physical and mental acumen.

Hit Die: d8 (Humanoid)
BAB: 3/4
Good Saves: Will
Skill Points: 4 + Int modifier
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (pick one), Perception, Profession, Spellcraft, Stealth, Survival, and Swim.

Weapon and Armor Proficiency: Drider are proficient with all simple weapons. They are not proficient with any armor or shields.

Hit Dice BAB Fort Ref Will Features Magic Progression Ability Scores Natural Armor
1d8 +0 +0 +0 +2 Drider Magic, Spell Resistance +0 +2 Str
2d8 +1 +0 +0 +3 Darkvision +15 ft. +1 +2 Int +1
3d8 +2 +1 +1 +3 Drider Magic +2 +2 Wis, Cha +2
4d8 +3 +1 +1 +4 Darkvision +30 ft. +3 +2 Con +3
5d8 +3 +1 +1 +4 Drider Magic +3 +2 Str +4
6d8 +4 +2 +2 +5 Darkvision +45 ft. +4 +2 Wis, Cha +5
7d8 +5 +2 +2 +5 Drider Magic +5 +2 Int +6
8d8 +6 +2 +2 +6 Darkvision +60 ft. +6 +2 Con +7
9d8 +6 +3 +3 +6 Drider Magic +6 +2 Wis, Cha +8

Drider Magic (Sp)
Drider gain a number of powerful spell-like abilities as they advance.
At 1st level, a drider constantly benefits from detect magic, and detects their opposed alignment (if any) as if using detect chaos/evil/good/law. The drider may suppress or resume any of these abilities as a free action on her turn, and may cast dancing lights at-will.
At 3rd level, a drider may cast faerie fire at-will.
At 5th level, a drider may cast darkness at-will.
At 7th level, a drider may cast levitate and suggestion once per day.
At 9th level, a drider may cast clairaudience/clairvoyance, deeper darkness, and dispel magic once per day.
A drider's caster level for their spell-like abilities are equal to their drider hit dice.

Magic Progression
A drider naturally develops magical powers that rival that of great mages. When a drider's magic progression increases they may choose a class with the Spells class feature (such as Cleric or Sorcerer) to progress in spell casting ability as if they took a level in that class. Alternatively they may select a class that manifests Powers (such as Psion) or a Sphere casting class (such as Incanter), advancing their manifesting or casting respectively in the same fashion. If advancing as a sphere caster, the drider may choose a Magic Tradition. The drider may not choose a prestige class (such as Mystic Theurge) with this ability.

If the class chosen casts spells, they advance their caster level, spells per day, and spells known (if any) as if they took a level in the chosen class.
If the class chosen manifests powers, they advance their manifster level, power points per day, and powers known as if they took a level in the chosen class.
If the class chosen casts spheres, they advance their caster level, spell points per day, and magic talents as if they took a level in the chosen class.

This ability does not grant the drider any other features of the class (such as a Sorcerer's bloodlines, a Wizard's free spellbook and automatic spells, a Psion's discipline powers, an Incanter's bonus feats, etc). However, the drider's magic progression stacks with classes as appropriate for the purposes of determining their effective level for the purposes of abilities advanced (so a drider 4 / wizard 3 could cast spells as an 6th level wizard).

A drider may choose a different class to progress in a different class each time if desired (such as a 9th level drider casting spells as a 3rd level Cleric and 3rd level Wizard). Once chosen, the drider choice cannot be changed except by retraining. Retraining an advancement requires the same time and cost as retraining a class level to a class with synergy.

Ability Scores
As a drider advances in level, they increase their ability scores as shown on drider chart. These adjustments are cumulative. However, a drider does not count their drider racial progression when determining when they receive their normal ability score increases (most characters receive +1 to an ability score at 4th level, and again every 4 levels thereafter). Thus a drider 4 / wizard 4 would only have a single +1 ability score increase, not two.

If the drider continues gaining racial hit dice exceeding 9 HD, they may count their racial hit dice when determining when they would next receive a +1 to an ability score (so a drider would not gain a +1 to a score at 4HD or 8HD but would gain it at 12, 16, and 20HD respectively).

Spell Resistance
A drider has spell resistance equal to 9 plus the drider's racial hit dice (starting at 10 at 1HD and increasing by +1 each additional HD). A drider's spell resistance does not apply to spells the drider casts on themselves. A drider can suppress or resume their spell resistance as a standard action.

As a drider advances in level, their eyesight grows more keen.
At 2nd level, a drider increases the range of their darkvision by +15 ft. The drider increases it by an additional +15 ft. every two levels thereafter (to a maximum of 120 ft.).

Natural Armor
The chitinous flesh and webbing that builds on the flesh of a drider grows stronger as they advance.
At 2nd level and each level thereafter, a drider increases their natural armor bonus by +1 (to a maximum of +8 natural armor at 9HD).

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