Drider Prototype: Difference between revisions
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Revision as of 21:00, 7 June 2018
Drider Prototype (Heavy; CR 11)
Lawful Evil - Large - Aberration |
---|
Lore: | K. (Dungeoneer) | ||
22 | 37 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
484 | 242 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +8 |
Refl: | +13 |
Will: | +8 |
Strong Against:
- (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
Offense
Standard Attack (Melee):
- 2x Drider's Claws +18 (3d8+14/19-20 x2)
as undefined damage type
plus Drider Poison (on first attack each round)
Full Attack (Melee):
- 4x Drider's Claws +18 (3d8+14/19-20 x2)
as undefined damage type
plus Drider Poison (on first attack each round)
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
22 |
STR |
14 |
DEX |
22 |
CON |
16 |
INT |
10 |
WIS |
8 |
CHA |
Skills:
- Intimidate: 23
- Perception: 18
- Sense Motive: 18
- All other skills: 13 (no ranks)
Languages: Undercommon
Feats:
- Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Special Abilities
Throw Web (Ex) |
Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack ( to-hit, ranged touch, range increment 10, max range 50 feet). Creatures struck by the web take points of acid damage from the Drider Poison soaking it. There is no saving throw against this acid damage. (However, in addition to ER/Acid, this is a poison effect and is negated by immunity to poisons, and can also be reduced by ER /-.)
|
Drider Poison (Ex) |
A Drider oozes poison from its vile body. Surprisingly, this is not the ubiquitous Languishroot so beloved by the Drow, but something...less natural.
|
Venom Cup (Ex) |
As a swift action, a Drider can reapply poison to one of its claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on the belt, right above its bloated thorax.
|
Drider Shimmer (Sp) |
As a standard action, a Drider may cast Shimmer. This effects all creatures in a 9 x 9 square burst centered within 100 feet of the drider's space. Drider Shimmer causes a pale blue radiance to surround all creatures in the area of effect. This negates invisibility and otherwise removes all effects of concealment (from any source), and inflicts a -10 penalty on all Stealth checks affected creatures may attempt. Drider Shimmer lasts until the end of the combat, or for ten minutes if used out of combat. Creatures who were already Stealthed who are caught in the radius of Shimmer must re-roll their Stealth as an immediate forced action when the effect hits them, using the modifiers of Shimmer. |
Drider Bolt (Sp) |
As a standard action, Driders may cast Bolt, a 120 foot line of lightning which erupts from their fingertips. Bolt inflicts points of electrical damage to all creatures caught in its area of effect, though a Reflex save, DC , will reduce this damage by half.
|
Cocoon (Ex) |
As a triggered immediate action, a Drider who is reduced to zero hit points is not slain. Instead, their spinnerets erupt in a flurry of activity and their wretched bodies are instantly wrapped in a massive cocoon of terrible dark silk. While so cocooned, the Driders are immune to all damage, but melee continues. When their next action comes the Cocoon bursts, inflicting points of physical slashing damage and Hindered on enemy creatures within fifteen feet of their space. A Reflex save versus a DC of will negate the Hindered condition, but the damage is unaffected.
|
Reversal of Fortune (Ex; Heavy Role) Auto Upon Death |
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.
At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (242 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first. The Heavy is killed for good the second time its hit points are reduced to zero or less. |
Drider Prototype
This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.For many, many years, the Drow Great Houses felt the need for more strength in their armies. Many houses felt a more physically powerful male line could be developed, and as a result, the Drow Aggressor was created. The Aggressors were certainly strong, but in combat they seemed to lack a certain...shock value.- Other, more radical, Houses felt a more drastic solution was required. The Great Cocoons that the Drow have used for untold eons to break their elven restrictions on births were dramatically re-purposed, not to merely create yet more male Drow, obedient and brave, but instead create true abominations, monsters who exist only to serve the glory of the Great Houses.
- These spider-elf abominations are everything that the Houses could have dreamed for in a warrior. They are tough and deadly, able to cast mighty spells and yet go toe-to-toe with any foes the Drow might find themselves facing. As a nice side benefit, Driders have no weakness to cold iron, an unexpected but very welcome turn of events. Even better, they are...usually...as loyal as any Drow male created in the Cocoons. Usually.
- The worst downside was their expense: The precious fluids and materials used to create a Drider could create two more conventional males. The Houses bear this expense gladly, considering the power of their creations. If only they weren't quite so...difficult to look at.
- Unfortunately for the world, most Drow Houses are more than willing to put up with a Drider's ugliness.
Combat Tactics
Driders are the heavy shock troops of the Drow, and they are truly terrible foes. They will usually open any combat at range if they can, and will lead off with as heavy an 'Alpha strike' as they can muster. One Drider will cast Shimmer in front of the front ranks of any visible enemies, looking to reveal any invisible or hidden scouts. Another drider will cast Drider's Bolt, looking to hit as many foes as possible. If there are three or more Driders, the third and any additional will Throw Web at any spell casters, or at any obviously heavily armored foes. If they are out of range for Throw Web, they will instead use Bolt.
- They will then spend all of their action points, and do it again! If at all possible, Driders want to smash foes so hard in the first round that they flee, and the Driders can then hunt them down at their leisure. If the range will allow it, at least one Shimmer, Bolt, and Web will be used if there are two or more Driders.
- If a group of foes is hardy enough to weather the first round, Driders are perfectly willing to stay at range, and if they are not getting a lot of ranged damage, will use their high Climb speed to go up walls and onto ceilings if possible and will destroy their enemies with Drider's Bolt and Throw Web.
- If an enemy, sensibly, closes the range on the Driders, then the Drider prototypes will use their reach to make attacks of opportunity. Driders begin combat with Drider Poison applied to all their claws: They are immune to their own poison, so why not. During combat, as their claws begin to make hits, they will re-apply poison using their Venom Cups.
- Once in melee, Driders will usually move around as they wish, trusting their Mobility to protect them. They will use Climb to get up on walls and ceilings, and use their reach to make melee attacks. If there is a heavily armored foe they are having trouble hitting, they will step back with a five foot step and Throw Web at them, to try and lower their armor class. If there is a stealthy foe that Shimmer did not reveal, they will use Shimmer again, or fire Drider's Bolt into clumps of enemies, hoping to hit the hidden foe. Note that Driders are not immune to each others Bolt, but hey, they are evil, so they will rarely hesitate to blast away if they think it is their best action.
- Unlike most Drow, once Driders enter combat they will not flee unless ordered to by a female Drow.
Out of Combat
Drider Prototypes are usually treated like prized thoroughbreds when they are not fighting, the Matrons doting on their precious little monsters.
- However, Driders have perfectly good minds. Just because they are created as killing machines does not mean they cannot contribute in other ways, and during those rare moments of peace between campaigns, it is not unusual to see Driders out and about, trying their best to prove that they are more than simply foe-shattering magical abilities and armored claws and killing reflexes.
- Sadly, the Darkling Daughters usually consider this sort of behavior more endearing and cute than productive, but they will usually indulge their favored beasts little whims.
Rewards
XP: 25,600 (Heavy role included.)
Treasure: Sellable Goods worth 18,750 gp.
- Weight: 220 lbs. Volume: 8.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 8 | Nothing Found |
9 - 12 | 1 Languid Remnant (tier 1) |
13 - 15 | 1 Pale Remnant (tier 2) |
16 - 18 | 1 Bright Remnant (tier 3) |
19 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 3 | 4 Languid Remnants (tier 1) |
4 - 7 | 4 Pale Remnants (tier 2) |
8 - 11 | 1 Intense Remnant (tier 4) |
12 - 15 | 1 Blazing Remnant (tier 5) |
16 - 18 | 1 Vital Remnant (tier 6) |
19 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 3 | 4 Bright Remnants (tier 3) |
4 - 5 | 4 Intense Remnants (tier 4) |
6 - 8 | 4 Blazing Remnants (tier 5) |
9 - 11 | 4 Vital Remnants (tier 6) |
12 - 15 | 1 Prime Remnant (tier 7) |
16 - 18 | 1 Mythic Remnant (tier 8) |
19 - 20 | 1 Empyrean Remnant (tier 9) |