XP 3,200
CE Large aberration
Init +2; Senses darkvision 120 ft., detect good, detect law, detect magic; Perception +15
DEFENSE
AC 20, touch 12, flat-footed 17; (+2 Dex, +1 dodge, +8 natural, –1 size)
hp 76 (9d8+36)
Fort +7, Ref +5, Will +9
Immune sleep; SR 18
OFFENSE
Speed 30 ft., climb 20 ft.
Melee mwk heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison)
Ranged mwk composite longbow +8/+3 (1d8+2/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks web (+7 ranged, DC 18, hp 9)
Spell-Like Abilities (CL 9th)
Constant—detect good, detect law, detect magic
At will—dancing lights, darkness, faerie fire
1/day—clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion (DC 16)
Sorcerer Spells Known (CL 6th)
3rd (4/day)—lightning bolt (DC 16)
2nd (6/day)—invisibility, web (DC 15)
1st (7/day)—mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14)
0 (at will)—bleed (DC 13), daze (DC 13), ghost sound, mage hand, ray of frost, read magic, resistance
STATISTICS
Str 15, Dex 15, Con 18, Int 15, Wis 16, Cha 16
Base Atk +6; CMB +9; CMD 21 (33 vs. trip)
Feats Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)
Skills Climb +22, Intimidate +15, Knowledge (arcana) +14, Perception +15, Spellcraft +14, Stealth +14; Racial Modifiers +4 Stealth
Languages Common, Elven, Undercommon
SQ undersized weapons
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
Spells
A drider casts spells as a 6th-level cleric, sorcerer, or wizard, but does not gain any other class abilities.
Undersized Weapons (Ex)
Although a drider is Large, its upper torso is the same size as that of
a Medium humanoid's upper torso. As a result, it wields weapons as if
it were one size category smaller than its actual size (Medium for most
driders).