Drider

Driders are bloodthirsty creatures that lurk in the depths of the earth, seeking warm-blooded prey of any kind. These strange beings have the head and torso of a drow elf and the legs and lower body of a giant spider. Failed of Lolth, driders are outcast from their own communities. Drow and driders hate one another passionately.

Drider Ability Adjustments: +4 Str, +4 Dex, +6 Con, +4 Int, +6 Wis, +6 Cha
Favored Class (Sorcerer): A multiclass drider's sorcerer class does not count when determining whether he or she suffers an XP penalty for multiclassing.

Special Abilities:
- Darkvision: Driders can see in the dark.
- Natural Armor: +6 racial bonus to natural armor.
- Spell Resistance: Spell Resistance equal to 11 + hit dice.
- Skill Affinity (Hide): +4 Racial bonus to Hide checks
- Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks
- Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength
- Spell-like abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th
- Aberration: Driders count as Aberrations for the purposes of spells and effects.
- Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level)

(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +4
Racial Hit Dice/Class: 6 of Aberration

Racial Feats
Darkvision
Weapon Proficiency (creature)
Racial Detect Good
Racial Detect Law
Darkness
Faerie Fire
Spell Resistance 11
Aberration
Natural Armor 6
Skill Affinity (Move Silently)
Skill Affinity (Hide) +4