Dryad: Difference between revisions

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| colspan="3" |'''[[Skills]]''' (INT) Nature +5; (AWR) Foraging +7, Sheltering +7
| colspan="6" |'''[[Skills]]''' (INT) Nature +5; (AWR) Foraging +7, Sheltering +7
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! colspan="6" |Features
! colspan="6" |Features
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| colspan="6" |'''Tree Spirit.''' The Dryad is bonded to one particular tree in the forest. When a Dryad Takes a Rest, it must touch a tree; it magically enters the tree for the duration of the rest. It must Take a Rest in the specific tree to which it is bonded at least once every week or it dies. If this tree is chopped down or otherwise killed, then the Dryad dies.
| colspan="6" |'''Tree Spirit.''' The Dryad is bonded to one particular tree in the forest. When a Dryad Takes a Rest, it must touch a tree; it magically enters the tree for the duration of the rest. It must Take a Rest in the specific tree to which it is bonded at least once every week or it dies. If this tree is chopped down or otherwise killed, then the Dryad dies.
'''Fae Magic.''' Using CHA, the Dryad can cast the [[Photosynthesis]], Predict [[Weather]], [[Rapid Growth]], and Warden’s Navigation [[Primal]] Invocations each 1/Rest.
'''Fae Magic.''' Using CHA, the Dryad can cast the [[Photosynthesis]], [[Predict Weather]], [[Rapid Growth]], and [[Warden’s Navigation]] [[Primal]] Invocations each 1/Rest.


'''Primal Magic.''' Using CHA, the Dryad can cast the following spells innately at will. [[Bloom]], [[Bountiful Joy]], [[Ensnaring Root]], Foreboding Menace. It can also cast the Nature’s Bounty Primal Spell 1/Rest.
'''Primal Magic.''' Using CHA, the Dryad can cast the following spells innately at will: [[Bloom]], [[Bountiful Joy]], [[Ensnaring Root]], [[Foreboding Menace]]. It can also cast the [[Nature’s Bounty]] Primal Spell 1/Rest.
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! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]

Revision as of 11:34, 8 April 2024

[Back to creatures]


Forest spirits that dwell within trees, Dryads take the form of humanoids made out of leaves, pollen, and flower petals. They tend to be elusive and may not emerge from their trees at all in the presence of humanoids unless those humanoids have provided demonstrable evidence that they are not hostile towards nature.

Dryads can be invaluable allies, serving as guides through rugged wilderness and helping creatures to find food and shelter. They can also be malicious enemies; while they will generally avoid direct combat, they can easily present themselves as friendly and mislead creatures until they are utterly lost in an unforgiving wild.

Dryad

Monster Level: 5
Medium. Fae Plant
STR DEX END AWR INT CHA
-1 2 2 3 0 3
Ref: 12 Fort: 12 Ant: 13 Log: 10 Will: 13
Armor Rating 11 Vulnerable Fire 1
Hit Points 30 Immune Radiant
Speed 30 ft (Hover)
Skills (INT) Nature +5; (AWR) Foraging +7, Sheltering +7
Features
Tree Spirit. The Dryad is bonded to one particular tree in the forest. When a Dryad Takes a Rest, it must touch a tree; it magically enters the tree for the duration of the rest. It must Take a Rest in the specific tree to which it is bonded at least once every week or it dies. If this tree is chopped down or otherwise killed, then the Dryad dies.

Fae Magic. Using CHA, the Dryad can cast the Photosynthesis, Predict Weather, Rapid Growth, and Warden’s Navigation Primal Invocations each 1/Rest.

Primal Magic. Using CHA, the Dryad can cast the following spells innately at will: Bloom, Bountiful Joy, Ensnaring Root, Foreboding Menace. It can also cast the Nature’s Bounty Primal Spell 1/Rest.

Actions

The MONSTER can take FOUR of the following actions, or take the same action four times.

Move. The Dryad can move up to its speed and is unhindered by any natural foliage.

Briar Whip. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 6 (1d8+2) sharp, and the Dryad can move the creature 10 ft in a direction of her choice if it is Large or smaller.

Fae Charms. The Dryad can cast one of its spells.