Dryad

This strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms.

Dryad CR 3

XP 800
CG Medium fey
Init +4; Senses low-light vision; Perception +11

DEFENSE

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 27 (6d6+6)
Fort +5, Ref +9, Will +7
DR 5/cold iron
Weaknesses tree dependent

OFFENSE

Speed 30 ft.
Melee dagger +7 (1d4)
Ranged masterwork longbow +8 (1d8)
Spell-Like Abilities (CL 6th)

Constantspeak with plants
At willentangle (DC 15), tree shape, wood shape (1 lb. only)
3/day—charm person (DC 15), deep slumber (DC 17), tree stride
1/day—suggestion (DC 17)

STATISTICS

Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +3; CMB +3; CMD 17
Feats Great Fortitude, Stealthy, Weapon Finesse
Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8; Racial Modifiers +6 Craft (wood)
Languages Common, Elven, Sylvan; speak with plants
SQ tree meld, wild empathy, woodcraft

SPECIAL ABILITIES

Tree Meld (Su)

A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.

Tree Dependent (Su)

A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad’s personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.

Wild Empathy (Su)

This works like the druid’s wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.

Woodcraft (Ex)

A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when making such checks.

ECOLOGY

Environment temperate forests
Organization solitary, pair, or grove (3–8)
Treasure standard (dagger, masterwork longbow with 20 arrows, other treasure)

Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads’ main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad’s allies and left there, but evil or overtly hostile ones are killed once combat is over.

Variant: Dryad, Nimuein (CR 3)

[Source]

This variant of the dryad is most often found bonded with conifer trees and her skin is made from this dark bark. Nimuein are disgusted by humanoids, especially spellcasters, and even more so when dealing with those with some kind of monstrous heritage (like a sorcerous bloodline). Nimuein always place them within her nature’s prison when she is done manipulating them.

Alignment CE; this replaces the dryad’s CG.

Nature’s Prison (Su)

A nimuein can create a cocoonlike prison out of the surrounding environment, hidden among the natural setting, which affects one or more living creatures within a 10-ft.-radius burst. This ability has a range of 150 ft. This effect holds a subject in a permanent stasis; while so imprisoned, the subject is helpless, grows no older and its body functions virtually cease. For up to one hour per day, the nimuein can mentally communicate with it, although it is in no way compelled to answer any questions or even respond unless the nimuein uses her charm person ability.

Only locate creature or similar divinations can find an imprisoned target. A Knowledge (nature) check DC 14 will reveal that a break enchantment, greater restoration, lesser restoration, or restoration effect can free a subject.

This ability replaces a dryad’s deep slumber and suggestion spell-like abilities. It can also be dismissed by a nimuein, but her death does not end the effect.

Environment arctic and temperate forests; this replaces a dryad’s temperate forests.

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