Mythic Dryad

APPEARANCE

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

Mythic Dryad CR 4/MR 1

XP 1,200
CG Medium fey (mythic)
Init +4/-16; Senses low-light vision; Perception +11

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 33 (6d6+12)
Fort +5, Ref +9, Will +7
DR 5/cold iron and epic
Weaknesses tree dependent

OFFENSE

Speed 30 ft.
Melee mwk rapier +8 (1d6+4/18-20)
Ranged masterwork longbow +8 (1d8+4/x3)
Special Attacks mythic power (1/day, surge +1d6), mythic spell-like abilitiesMA
Spell-Like Abilities (CL 6th, concentration +10)

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 FinesseMF
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 spirit of the wood, tree meld, wild empathy, woodcraft

SPECIAL ABILITIES

Spirit of the Wood (Su)

A mythic dryad is a protector of the forest and those that dwell therein. Animals, fey, and plants allied with the mythic dryad gain a +2 circumstance bonus on all saving throws when within 60 feet of the mythic dryad. Inanimate plants gain a saving throw against all effects, using the mythic dryad’s saving throw modifier. If the effect affects an area or multiple targets and the mythic dryad must save against the effect, she can expend a mythic surge and all allied animals, fey, and plants within this radius add the result of her surge die to their saving throw.

In addition, a mythic dryad can expend one use of mythic power as a swift or immediate action to dispel any spell that specifically affects animals, fey, plants, or objects made of wood or plant matter, such as control plants, dominate animal, entangle, warp wood. If the spell she attempts to dispel is a non-mythic spell, she can roll twice and select the better result.

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.

ABOUT

Environment temperate forests
Organization solitary, pair, or grove (3–8)
Treasure standard (masterwork rapier, 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.

Section 15: Copyright Notice

Faerie Bestiary (PF1) © 2023, Legendary Games; Authors Jason Nelson, Mike D. Welham, Matt Goodall, Victoria Jaczko, Alistair J. Rigg, Greg A. Vaughan, Tom Phillips

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