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.
skirmisher (from abilities)
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 ...