Drider Husk Harvester: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.07 -->
[[Category:CR 13]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Drider_Husk_Harvester_1.png|384px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Drider Husk Harvester (Heavy Role) (CR 13) ==
| CR | 13
When the Drow first created the Driders, the great houses could not have been more pleased. Finally, the Drow had a form of loyal trooper that could stand toe-to-toe with the toughest enemies out there!
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


But the Matriarchs and the mighty Regents felt that the new Driders could be made even stronger, and so the Cocoons were warped even further to produce the Husk Harvester.
| MonsterName = Drider Husk Harvester


The Husk Harvester gave up some flexibility and utility to gain even more punch in melee, and the ability to capture foes alive, which was very strongly desired by certain elements among the Regents.
| Image = Drider_Husk_Harvester_1.png
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


Unfortunately, the Husk Harvester strain of Driders proved to be MUCH more difficult to control than expected.  Indeed, over the millennia since they were created, entire populations of Husk Harvesters have broken off into the wild and live as free-roaming beasts.  Since Driders live as long as Elves do, they tend to accumulate over time.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


Due to their tendency to 'go rogue', Husk Harvesters are less popular with Matriarchs than other DridersRegents, on the other hand, love Husk Harvesters for their ability to capture foes, and as a result, there are many Husk Harvesters created each year, despite their drawbacks.
| Description = When the Drow first created the Driders, the great houses could not have been more pleasedFinally, the Drow had a form of loyal trooper that could stand toe-to-toe with the toughest enemies out there!


=== GENERAL ===
:But the Matriarchs and the mighty Regents felt that the new Driders could be made even stronger, and so the Cocoons were warped even further to produce the Husk Harvester.
'''CR''' 13  '''Hit Dice''' 19


'''XP''' 51,200 (heavy role included)
:The Husk Harvester gave up some flexibility and utility to gain even more punch in melee, and the ability to capture foes alive, which was very strongly desired by certain elements among the Regents.


LE, Large, Aberration
:Unfortunately, the Husk Harvester strain of Driders proved to be MUCH more difficult to control than expected.  Indeed, over the millennia since they were created, entire populations of Harvesters have broken off into the wild and live as free-roaming beasts.  Since Driders live as long as Elves do, they tend to accumulate over time.


'''Init''' +6; '''Senses''' [[Darkvision]] 60 ft, [[Low-Light Vision]], Perception +20
:Due to their tendency to 'go rogue', Husk Harvesters are less popular with Matriarchs than other Driders.  Regents, on the other hand, love Husk Harvesters for their ability to capture foes, and as a result, there are many Husk Harvesters created each year, despite their drawbacks.


=== DEFENSE ===
| Alignment = LE
'''AC''' 34, '''touch''' 24, '''flat-footed''' 30 (+8 armor, +4 dex, +6 natural, +6 deflection)
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''hp''' 590 (heavy role included)
| Size = Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Fort''' +12, '''Ref''' +16, '''Will''' +12
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Aberration
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''Aura:''' -
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''SR:''' -
| NudgeBasicLoreValue = +2
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Defenses:''' -
| NudgeFullLoreValue = +3
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Immunities:'''  Immune to the first instance of all conditions applied during an encounter (Heavy role included)
| NudgeInit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Weaknesses:''' -
| Senses = [[Standard Senses]], [[Darkvision]] 60 ft, [[Low-Light Vision]] 120 ft.
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


=== OFFENSE ===
| NudgePerception =  
'''Speed''' 40 ft., Climb 50 ft
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Space / Reach:'''  10 ft. / 10 ft.
| NudgeAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Single Melee''' 2 x Drider's Claws +21 (2d8+15/x2) + Drider Poison
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Full Melee''' 4 x Drider's Claws +21 (2d8+15/x2) + Drider Poison
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Ranged''' None, but see
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Special Attacks''' Throw Web, Drider Poison, Drain Husk, Drider's Bolt
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->


'''Action Points''' 1 (Heavy Role Included)
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->


=== STATISTICS ===
'''Str''' 26, '''Dex''' 16, '''Con''' 22, '''Int''' 14, '''Wis''' 10, '''Cha''' 6


'''Base Atk''' +13; '''CMB''' +22; '''Maneuver Defense:''' 30
<!--  SAVING THROWS  -->


'''Feats''' Mobility EFFECT: +4 AC(AC38) versus attacks of opportunity incurred by their own movement.
| Fort =
| Refl = S
| Will =
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


'''Skills'''  Stealth +21, Sense Motive +21, Intimidate +21
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


'''Languages''' Undercommon
| SpecialDefenses =
  <!-- Put any DR or ER values here -->


=== SPECIAL ABILITIES ===
| StrongAgainst =  
; Throw Web (Ex)
  <!-- Put any 'immunity' or 'hardened' values here;
Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack (+14 to-hit, ranged touch, range increment 10, max range 50 feet). Creatures struck by the web take 7d6 poison damage from the Drider Poison soaking it. There is no saving throw against this poison damage. (This is a poison effect and is negated by immunity to poisons, and can be reduced by ER /-.)  In addition, affected targets must make a reflex saving throw against a DC of 22.  Those who fail the saving throw gain the [[Pinned]] condition.  Those who make the saving throw gain the [[Hindered]] condition.  Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing.  Note that adjacent allies may spend a standard action to free a pinned or hindered victim.
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
damage):'''''
          '''''Immune (no effect):'''''                                                                  -->


; Drider Poison (Ex)
| Hide-Role-Strong-Against-1 =
poison (injury); Save Fortitude DC 22; Onset 1/round for 2 rounds; Effect 1d3 Str damage and 3d6+1 points of non-lethal physical damage; Cure 1 save.
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->


; Drain Husk (Ex)
| Hide-Type-Strong-Against-1 =
Once per round, if a Drider is able to make a melee attack on a foe that is both [[Pinned]] and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain Husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids.  The struck creature takes an additional 3d6+2 points of subdual damage and suffers 1 point of Con drain.  If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date.
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


; Venom Cup (Ex)
| Hide-Subtype-Strong-Against-1 =
As a swift action, a Drider Harvester can reapply poison to one of his claws.  This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax.  The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


; Drider's Bolt (Sp)
| WeakAgainst =
:* ''Concentration: d20+13 vs a DC of 21''
  <!-- Put any 'vulnerable' or 'defenseless' values here;
As a standard action, Driders may cast Bolt, a 120 foot line of lightning which erupts from their fingertips.  Bolt inflicts 7d6 points of electrical damage to all creatures caught in its area of effect, though a Reflex save, DC  22, will reduce this damage by half.  To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the caster) and any target square within range, and draw a straight line between the center of the two squares. The target square may be closer than the line's maximum range but it may not be further. Note that the line's range is not shortened by choosing a square closer than the maximum range; the effect simply passes through that square to its maximum range. Any square that the line crosses, even partially, is considered to be within the line's area of effect. If there is some doubt that the line has actually passed through a square, rather than just nicking its edge or corner, the GM should generally rule conservatively, (i.e. the line doesn't cross that square), since lines are intended to be somewhat limited in area of effect.
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                             -->


; Cocoon (Ex)
| Hide-Type-Weak-Against-1 =
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.  The Drider is healed to half its normal maximum hit points, all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


=== TREASURE ===
| MoveTypes = [[Walk]] 40 ft., [[Greater Climb]] 50 ft.
sell value of approximately 22,500 gp (Heavy Role included)
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->


=== COMBAT TACTICS ===
| NudgeSpace =  
Husk Harvesters do not follow orders in combat well. As a result, they do not mount the crushing "alpha strike' some other Driders do.  Instead, Husk Harvesters try to set up the chance to capture food.  
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


They typically rush to close the range, and then will lurk five feet away from a foe and Throw Web at it, hoping to Pin it. If the foe resists and closes in, the Husk Harvester will take a five foot step away and continue throwing webs. The instant any foe fails a save and gains the [[Pinned]] condition, the Husk Harvester will use its action point to make a standard claw attack, looking for the Drain Husk ability to fire off.
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->


If foes are maneuvering at range or consistently making saves, Husk Harvesters will close in and go to full melee attacks, regardless of [[Pinned]] conditions.


Husk Harvesters will use Drider's Bolt only if they are taking significant ranged or spellcaster damage, and they will typically move up, fire a Drider's Bolt, and if all foes look well armored or if they have made all their saves against Throw Web, they will use their action point to fire a second Drider's Bolt, again targeting ranged attackers in preference.


Once combat is joined, a Husk Harvester will never consider flight unless they have an unconscious victim.
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Melee
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Driders Claws
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes = plus Drider Poison
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 26
| Dex = 16
| Con = 22
| Int = 14
| Wis = 10
| Cha = 6
 
 
<!--  FEATS  -->
 
| Feat1 = Mobility
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 = Sense Motive
| Skill3 = Intimidate
| Skill4 =
| Skill5 =
 
| NudgeSkill1 = +2
| NudgeSkill2 =
| NudgeSkill3 = +3
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Undercommon
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Drider Poison
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = A Drider oozes poison from its vile body.  Surprisingly, this is not the ubiquitous Languishroot so beloved by the Drow, but something...less natural.
 
 
::: '''Drider Poison''' (Injury vector; [[Poisoned]] intensity)
::: Fort DC {{#var:Special1SaveDC}}; Frequency: 1/rounds for 3 rounds
::: Effect: {{#var:Special1-Ability-Dmg}} [[Ability Damage|STR damage]] and {{#var:Special1StandardDmg}} non-lethal damage per interval; Fruition: Victim becomes [[Paralyzed]] for 1 hour.  Generally you wake up mummified in unbreakable spider silk...if you're unlucky.
 
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Throw Web
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = Once per round, as a standard action, Driders may throw a specially prepared web. This is resolved as a ranged touch attack ({{#var:Special2TouchAttack}} to-hit, ranged touch, range increment 10, max range 50 feet).  Creatures struck by the web take {{#var:Special2StandardDmg}} 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 /-.) 
 
:All affected targets must make a reflex saving throw against a DC of {{#var:Special2SaveDC}}.  Those who fail the saving throw gain the [[Pinned]] condition.  Those who make the saving throw gain the [[Hindered]] condition.  Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing.  Note that adjacent allies may spend a standard action to free a pinned or hindered victim.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Drain Husk
 
| Ability-3-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = Once per round, if a Drider is able to make a melee attack on a foe that is both [[Pinned]] and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain Husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids. 
 
:The struck creature takes an additional {{#var:Special3StandardDmg}} points of subdual damage and suffers {{#var:Special3-Ability-Dmg}} points of Con [[Drain]].  If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Venom Cup
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = As a swift action, a Drider Harvester can reapply poison to one of his claws.  This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax.  The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.
 
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name = Drider's Blackened Bolt
 
| Ability-5-Type = Sp
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration = W
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description = As a standard action, Driders may cast Bolt, a 120 foot line of eldritch black-edged lightning which erupts from their fingertips.  Bolt inflicts {{#var:Special5AlphaDmg}} points of electrical damage to all creatures caught in its area of effect, though a Reflex save, DC {{#var:Special5SaveDC}}, will reduce this damage by half. 
 
:To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the caster) and any target square within range, and draw a straight line between the center of the two squares. The target square may be closer than the line's maximum range but it may not be further. Note that the line's range is not shortened by choosing a square closer than the maximum range; the effect simply passes through that square to its maximum range. Any square that the line crosses, even partially, is considered to be within the line's area of effect. If there is some doubt that the line has actually passed through a square, rather than just nicking its edge or corner, the GM should generally rule conservatively, (i.e. the line doesn't cross that square), since lines are intended to be somewhat limited in area of effect.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name = Cocoon
 
| Ability-6-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description = 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 {{#var:Special6StandardDmg}} points of physical slashing damage and [[Hindered]] on enemy creatures within fifteen feet of their space.  A Reflex save versus a DC of {{#var:Special6SaveDC}} will negate the Hindered condition, but the damage is unaffected. 
 
:Within, the Drider is healed to half its normal maximum hit points, all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = Husk Harvesters do not follow orders in combat well. As a result, they do not mount the crushing "alpha strike' some other Driders do.  Instead, Husk Harvesters try to set up the chance to capture food.
 
:They typically rush to close the range, and then will lurk five feet away from a foe and Throw Web at it, hoping to Pin it. If the foe resists and closes in, the Husk Harvester will take a five foot step away and continue throwing webs.  The instant any foe fails a save and gains the [[Pinned]] condition, the Husk Harvester will use its action point to make a standard claw attack, looking for the Drain Husk ability to fire off.
 
:If foes are maneuvering at range or consistently making saves, Husk Harvesters will close in and go to full melee attacks, regardless of [[Pinned]] conditions, or back away and start firing Drider's Bolts, depending on circumstances and their whims.
 
:If melee is working well, Husk Harvesters will use Drider's Bolt only if they are taking significant ranged or spellcaster damage, and they will typically move away from melee, fire a Drider's Bolt, and if all foes look well armored or if they have made all their saves against Throw Web, they will use their action point to fire a second Drider's Bolt, again targeting ranged attackers in preference.
 
:Once combat is joined, a Husk Harvester will never consider flight unless they have an unconscious victim. If they have a meal secured, they almost always flee immediately.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Husk Harvesters who are working for the Drow will have collars and chains, finely made of silver, but firmly reminding them of their duties.  If a female Drow is present, they tend to be quite obedient in front of her.  If it is only Drow males, their obedience becomes...less certain.  They will only rarely turn on other Drow, but they will certainly be less than helpful.
 
:Husk Harvesters on their own tend to be pack ambush predators, delighting in hunting, eating, and killing anything tasty.  They are not exactly fearless, but they are well aware of their abilities.  They will often try to set ambushes, hoping to snatch a victim, but sometimes they will volley with Bolts instead, having developed a taste for cooked food.
 
:Either tactic is unpleasant, to put it mildly, and a pack of Harvesters is a deadly menace.
 
 
 
<!--  TREASURE AND XP  -->
 
| TreasureNotes =
 
| XPNotes =
 
 
}}

Revision as of 00:19, 7 September 2017

Drider Husk Harvester (CR 13)

LE - Large - Aberration
Lore: K. (Dungeoneer)
28 44
Basic DC Full DC
Initiative
Initiative Icon 2.png
21
Perception:
31 +21
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
34
Man Def
Shield Icon 3.png
33
Monster Health
336 168 25
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +10
Refl: +15
Will: +10

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+21
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Driders Claws +20 (3d8+11/19-20 x2)
    as undefined damage type
    plus Drider Poison

Full Attack (Melee):

  • 3x Driders Claws +20 (3d8+11/19-20 x2)
    as undefined damage type
    plus Drider Poison

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

26
STR
16
DEX
22
CON
14
INT
10
WIS
6
CHA

Skills:

Languages: Undercommon

Feats:

  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

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.


Drider Poison (Injury vector; Poisoned intensity)
Fort DC ; Frequency: 1/rounds for 3 rounds
Effect: STR damage and non-lethal damage per interval; Fruition: Victim becomes Paralyzed for 1 hour. Generally you wake up mummified in unbreakable spider silk...if you're unlucky.
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 /-.)

All affected targets must make a reflex saving throw against a DC of . Those who fail the saving throw gain the Pinned condition. Those who make the saving throw gain the Hindered condition. Either condition may be removed by expending a standard action to carefully unwrap the poisoned webbing. Note that adjacent allies may spend a standard action to free a pinned or hindered victim.
Drain Husk (Ex)

Once per round, if a Drider is able to make a melee attack on a foe that is both Pinned and suffering a loss of Str from Drider Poison, and the Drider successfully hits with that melee attack, their Drain Husk ability kicks in (a triggered free action) as they sink their fangs into their foe and drain it of delicious fluids.

The struck creature takes an additional points of subdual damage and suffers points of Con Drain. If a foe is rendered unconscious via Drain Husk (in combination with other damage), they will be carried away by the Drider (assuming it wins the battle) and eaten at its leisure at a later date.

Venom Cup (Ex)

As a swift action, a Drider Harvester can reapply poison to one of his claws. This is done with a practiced economy, as the vicious appendage is dipped into a cup-like device on his belt, right above his bloated thorax. The cup-like device contains 10 doses of Drider Poison, and can be refilled outside of combat. Driders produce their own poison within their wretched bodies, but the way they produce it means they cannot use it in combat without a Venom Cup. The details are quite unpleasant, and best not discussed.

Drider's Blackened Bolt (Sp)
  • Concentration: 1d20 + 15 vs. a DC of 29 (14 needed on the die)

As a standard action, Driders may cast Bolt, a 120 foot line of eldritch black-edged 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.

To determine which creatures are struck by a line attack, choose the origin square (any square adjacent to the caster) and any target square within range, and draw a straight line between the center of the two squares. The target square may be closer than the line's maximum range but it may not be further. Note that the line's range is not shortened by choosing a square closer than the maximum range; the effect simply passes through that square to its maximum range. Any square that the line crosses, even partially, is considered to be within the line's area of effect. If there is some doubt that the line has actually passed through a square, rather than just nicking its edge or corner, the GM should generally rule conservatively, (i.e. the line doesn't cross that square), since lines are intended to be somewhat limited in area of effect.

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.

Within, the Drider is healed to half its normal maximum hit points, all status conditions are removed, and it may use Throw Web on a single target within range, all as a free action. Once the free Throw Web attack is resolved, the Drider may take its full normal set of actions.
Drider Husk Harvester

Drider Husk Harvester

When the Drow first created the Driders, the great houses could not have been more pleased. Finally, the Drow had a form of loyal trooper that could stand toe-to-toe with the toughest enemies out there!

But the Matriarchs and the mighty Regents felt that the new Driders could be made even stronger, and so the Cocoons were warped even further to produce the Husk Harvester.
The Husk Harvester gave up some flexibility and utility to gain even more punch in melee, and the ability to capture foes alive, which was very strongly desired by certain elements among the Regents.
Unfortunately, the Husk Harvester strain of Driders proved to be MUCH more difficult to control than expected. Indeed, over the millennia since they were created, entire populations of Harvesters have broken off into the wild and live as free-roaming beasts. Since Driders live as long as Elves do, they tend to accumulate over time.
Due to their tendency to 'go rogue', Husk Harvesters are less popular with Matriarchs than other Driders. Regents, on the other hand, love Husk Harvesters for their ability to capture foes, and as a result, there are many Husk Harvesters created each year, despite their drawbacks.

Combat Tactics

Husk Harvesters do not follow orders in combat well. As a result, they do not mount the crushing "alpha strike' some other Driders do. Instead, Husk Harvesters try to set up the chance to capture food.

They typically rush to close the range, and then will lurk five feet away from a foe and Throw Web at it, hoping to Pin it. If the foe resists and closes in, the Husk Harvester will take a five foot step away and continue throwing webs. The instant any foe fails a save and gains the Pinned condition, the Husk Harvester will use its action point to make a standard claw attack, looking for the Drain Husk ability to fire off.
If foes are maneuvering at range or consistently making saves, Husk Harvesters will close in and go to full melee attacks, regardless of Pinned conditions, or back away and start firing Drider's Bolts, depending on circumstances and their whims.
If melee is working well, Husk Harvesters will use Drider's Bolt only if they are taking significant ranged or spellcaster damage, and they will typically move away from melee, fire a Drider's Bolt, and if all foes look well armored or if they have made all their saves against Throw Web, they will use their action point to fire a second Drider's Bolt, again targeting ranged attackers in preference.
Once combat is joined, a Husk Harvester will never consider flight unless they have an unconscious victim. If they have a meal secured, they almost always flee immediately.

Out of Combat

Husk Harvesters who are working for the Drow will have collars and chains, finely made of silver, but firmly reminding them of their duties. If a female Drow is present, they tend to be quite obedient in front of her. If it is only Drow males, their obedience becomes...less certain. They will only rarely turn on other Drow, but they will certainly be less than helpful.

Husk Harvesters on their own tend to be pack ambush predators, delighting in hunting, eating, and killing anything tasty. They are not exactly fearless, but they are well aware of their abilities. They will often try to set ambushes, hoping to snatch a victim, but sometimes they will volley with Bolts instead, having developed a taste for cooked food.
Either tactic is unpleasant, to put it mildly, and a pack of Harvesters is a deadly menace.

Rewards

XP: 25,600

Treasure: Sellable Goods worth 17,625 gp.

Weight: 130 lbs.     Volume: 5.2 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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)