Driders were created from drow in an agonizing process. From their waist up they retained their form, from the waist down, their form changed into that of a spider. They grew physically stronger but kept all magical and other abilities and skills they learned during their lives.
Driders were sexless because Lolth did not want to have a race of enemies to the drow.
Driders were bloodthirsty. They kept their memories and personalities from their times as a drow but added to this came a sense of shame, hatred, and fear that made them violent hunters, and a death wish that made them want to die in battle— especially in one with a drow.
They were tireless hunters and there were two reasons for this. First, hunting was the only thing that could give their lives meaning, second, they needed to drink blood at least every four days or their bodies started to deteriorate from which they could die outside of a battle.
Driders expected drow to double-cross them in a bargain and it happened often that the drider died at the end of a bargain between a drow and a drider. Thus, they took some precautions to take drow alongside them to death.
Driders naturally developed a venom that could sap their victims' strength and paralyze them for upwards of twenty minutes. They could deliver the venom with a bite, or they could alternatively use it as a sticky coating on their weapons. They were immune to all poisons.
As mentioned above, driders had a death wish. This and their general unstable mental state made it hard for them to feel fear.
About half of the drider population had the ability to spin webs like spiders. They could do so up to ten times per day and these webs worked like a rope of entanglement. It was dangerous for everybody except for its creator.
All driders could inherently cast clairaudience/clairvoyance, dancing lights, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, and suggestion once per day. Dhairn once noted that these abilities were essentially the same as those owned by powerful blessed drow and used this fact to dupe driders into supporting his cause by calling them blessed creatures of Lolth by pointing this out.
They could also cast normal spells like clerics, sorcerers, or wizards. Those who cast spells like clerics could cast spells from two of the Chaos, Destruction, Evil, and Trickery domain. Their sorcerers often learned the spells, daze, detect magic, ghost sound, invisibility, lightning bolt, mage armor, mage hand, magic missile, ray of enfeeblement, ray of frost, read magic, resistance, silent image, and web.
Driders were able ambushers and often laid traps, prepared ambush sites and so on around their lairs.
They were capable of using weapons but rarely used armor. They used them for additional protection against ranged attacks but otherwise used their protective gear as ammunition.
Driders were created from drow in an agonizing process that required a yochlol, or to be more precise Lolth's power as channeled through the demon, during the ritual that initiated the process. Only drow could be turned into driders. The change could be reverted with a wish spell.
When a Lolthite drow reached a certain level of power, that drow underwent the Test of Lolth administered by Lolth herself. Those who fail this test but survive were turned into driders by the Spider Queen.
The second category of drider origins were drow mages. Part of the duties of Lolth's clergy was to ensure that their idea of society was kept free of dissidents and mages were put under general suspicion. Once they reached a certain level of power, they were abducted and then subjected to a test of loyalty called the Test. Failures were turned by a Lolthite priestess into a drider with magical energy channeled directly from Lolth.
The third category of driders came about when Lolth summoned a drow she considered promising to the Demonweb Pits. They were subjected to a test by the Spider Queen and when they failed, they were turned into driders and send back.
Drow held driders in low esteem. Driders left the drow cities by themselves or were penned somewhere, or were driven out, when they turned into driders to live as hermits or hunters but sometimes came back to the city's fringes. They were tolerated there as a representation of Lolth's will and as a remainder for the fate of failure to live up to the Spider Queen's standards. Another role of theirs at the city's fringes was that of a buffer and guardian of the city by killing potential intruders.
- The term "eight legs," a reference to a drider, was used among the drow as a threat.
- The name "drider" is a portmanteau of "drow" and "spider".
In Dungeons & Dragons 4th edition, the creation of driders was changed from a punishment to a blessing. 5th edition, according to Mordenkainen's Tome of Foes returned the process to being a punishment, and driders were shamefully kicked out of their drow House to wander the Underdark alone.
- Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), pp. 89–90. ISBN 0-7869-2893-X.
- Eric L. Boyd (1999). Drizzt Do'Urden's Guide to the Underdark. (TSR, Inc). ISBN 0-7869-1509-9.
- Paul Leach (October 2003). “The Ecology of the Drider”. In Chris Thomasson ed. Dragon #312 (Paizo Publishing, LLC), pp. 76–80.
- C.E. Misso (January 1988). “Entering the Drider's Web”. In Roger E. Moore ed. Dragon #129 (TSR, Inc.), pp. 30–31.
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), p. 120. ISBN 978-0786965614.
- ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 93. ISBN 978-0-7869-4852-9.
- ↑ 3.0 3.1 3.2 3.3 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 89. ISBN 0-7869-2893-X.
- ↑ Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 60. ISBN 0-88038-031-4.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 90. ISBN 0-7869-2893-X.
- ↑ Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), p. 10. ISBN 1-56076-132-6.
- ↑ 7.0 7.1 7.2 7.3 Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), p. 12. ISBN 1-56076-132-6.
- ↑ 8.0 8.1 8.2 Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), pp. 10–11. ISBN 1-56076-132-6.
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), p. 11. ISBN 1-56076-132-6.
- ↑ 10.0 10.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), pp. 89–90. ISBN 0-7869-2893-X.
- ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), pp. 89, 103. ISBN 0-7869-2893-X.
- ↑ Lisa Smedman (January 2007). Sacrifice of the Widow. (Wizards of the Coast), pp. 99–103, 216–217. ISBN 0-7869-4250-9.
- ↑ 13.0 13.1 Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. (Wizards of the Coast), p. 182. ISBN 0-7869-2759-3.
- ↑ Ed Greenwood (July 1991). The Drow of the Underdark. (TSR, Inc), pp. 9–10. ISBN 1-56076-132-6.
- ↑ Matthew Sernett, Jeff Grubb, Mike McArtor (Dec 2005). Spell Compendium. (Wizards of the Coast), pp. 201–202. ISBN 0-7869-3702-5.
- ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), pp. 74–75. ISBN 0-7869-1836-5.
- ↑ Lisa Smedman (January 2007). Sacrifice of the Widow. (Wizards of the Coast), p. 65. ISBN 0-7869-4250-9.
- ↑ Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), p. 61. ISBN 0-7869-4915-5.
- ↑ Douglas Niles (1991). Feathered Dragon. (TSR, Inc), p. 72. ISBN 1-5607-6045-1.
- ↑ DreamForge Intertainment, Inc. (1994). Designed by John McGirk. Menzoberranzan. Strategic Simulations, Inc.
- ↑ R.A. Salvatore (August 2012). Charon's Claw. (Wizards of the Coast), p. 243. ISBN 0-7869-6223-2.