Free interactive D&D 5e SRD stat block

Drider

Large Monstrosity, CR 6, AC 19, 123 HP. Chaotic Evil.

Large Monstrosity, Chaotic Evil

AC
19
Initiative
+4 (14)
HP
123 (13d10+52)
Speed
30 ft., Climb 30 ft.
ScoreModSave
STR 16 +3 +3
DEX 19 +4 +4
CON 18 +4 +4
INT 13 +1 +1
WIS 16 +3 +3
CHA 12 +1 +1
Skills
Perception +6 , Stealth +10
Senses
Darkvision 120 ft.; Passive Perception 16
Languages
Elvish, Undercommon
CR
6 (XP 2,300; PB +3)

Traits

Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on ability checks and attack rolls.

Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.

Actions

Multiattack. The drider makes three attacks, using Foreleg or Poison Burst in any combination.

Foreleg. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8+4) Piercing damage.

Poison Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 13 (3d6+3) Poison damage.

Bonus Actions

Magic of the Spider Queen (Recharge 5-6). The drider casts Darkness, Faerie Fire, or Web, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 14).

How to run Drider

A drider fights from the ceiling. Spider Climb plus a 30 ft. climb speed plus 120 ft. Darkvision plus +10 Stealth means the players' first sign of trouble should be an arrow of poison snapping out of the dark from somewhere overhead. AC 19 and 123 HP at CR 6 make the drider durable, but the real lever is the Magic of the Spider Queen bonus action: Darkness, Faerie Fire, or Web at DC 14, no components, with Web Walker letting the drider ignore its own webs while the party slogs through them.

Open with a Poison Burst from 60 to 80 ft. up. The +6 attack roll for 13 average poison damage at 120 ft. range is your sniper opener, and it tells the party they have a problem they cannot reach with melee. On the second turn drop Faerie Fire on the cluster, then Multiattack with three Forelegs (or two Forelegs and a Poison Burst) on whoever is now visible and lit. Faerie Fire grants Advantage on the drider's own attacks, which makes the +7 reach 10 ft. forelegs land for 13 average each. Save Web for when the party tries to climb up after the drider, since they will be Restrained on a failed DC 14 Dex save and the drider can keep shooting from above the web.

Sunlight Sensitivity is the difficulty knob. Indoors, in a deep cave, in the Underdark, the drider runs at full power. In daylight or under a Daylight spell, the drider has Disadvantage on every attack and most of its checks, and the encounter softens dramatically. Pick the lighting on purpose.

Driders do not surrender, but they do retreat. Once bloodied, the drider drops Darkness on its own square and uses the climb speed to pull back along the ceiling to a chokepoint where it can ambush again. It will fight to the death only if the party threatens whatever it has been set to guard. Otherwise it lives to come back two scenes later, more bitter and better positioned.

Telegraph the drider with a webbed corpse two rooms early, eyes still wet. The players should know what is hunting them before they meet it.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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