Monsters / Dryad
Dryad
CR 3 - 800 XP - CG Medium Fey
Stat block
AC17 (touch 14, flat-footed 13)HP27 (6d6+6)SavesFort +5, Ref +9, Will +7Meleedagger +7 (1d4)Rangedmasterwork longbow +8 (1d8)Speed30 ft.AbilitiesStr 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18BAB / CMB / CMD+3 / +3 / 17Senseslow-light vision; Perception +11Environmenttemperate forests
DR 5/cold ironvulnerable tree dependent
Combat brain - every behavior cites its line (2 rules)
Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.
territorial (from lore)
Some keep one or more charmed humanoids in their territory to fend off or lead away attackers.
Some keep one or more charmed humanoids in their territory to fend off or lead away attackers.
skirmisher (from abilities)
abilities: Dex 19 over Str 10 - strike and slip away, never trade full attacks
abilities: Dex 19 over Str 10 - strike and slip away, never trade full attacks
From the entry
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.
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 ...