Medium Fey (Shapechanger), Neutral
Armor Class 13 (16 with barkskin)
Hit Points 60 (11d8 + 11)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
18 (+4)
Skills Perception +7, Stealth +7, Survival +7
Senses Darkvision 60 ft., Passive Perception 17
Languages Elvish, Sylvan
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Shapechanger. The dryad can use her action to polymorph into a Medium beautiful female elf., or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraftanimal messenger, hunter's mark

3/day each: ensnaring strike, faerie fire

1/day each: barkskin, pass without trace, conjure woodland beings

Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Multiattack. The dryad makes two attacks.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 9 (2d8) poison damage.

Reactions

Tree Merge. In response to another creature dealing damage to the dryad, the dryad reduces the damage to 0 by stepping magically into one living tree and emerge in an unoccupied space within 5 feet of the tree. To do so, the dryad must see the attacker and have a Large or bigger tree within her reach. If the dryad takes fire damage or damage from a silvered weapon, this trait doesn't function until the end of the dryad's next turn.

Description

Shrouded in Mystery. The Sisters of the Vale are Dryads’ member of a mystical sisterhood tied to the Feywild and the Material Plane. The Sisters’ nature and origins are shrouded in mystery, but it is believed that they are serving a hidden archfey and that their tendrils of influence reach into many druidic circles, wood elves cultures and tribal societies throughout the world. Although for all their connections, they have never pledged allegiance to either the Seelie Court or the Unseelie Court.

Love and Fear. The Sisters of the Vale are both loved and feared. Loved, because they respond readily to requests for aid; feared, because the price they exact for assistance is often more than the supplicant is willing to pay. They may imbue young warriors with peerless battleskill, but in exchange steal all kindness from their soul. They might answer the pleas of an elf-maid forlorn in love, then years later steal away her first-born child. It is even within their leaders’ power, the green enchantresses, to stave off death’s hand, but they will only do so if a life is offered in exchange, and the petitioner is seldom permitted to choose the victim.

Sacred Oath. The Sisters have sworn an oath to defend the world from the madness of their siblings. When a dryad loses her tree, and begins her descent into a spriggan, the sisterhood will find and confine her in a hidden place, called vale of tears, enspelled into an eternal slumber. In many ways, they have become similar to their charge, exposed constantly to the overwhelming sadness of the spriggans, many lose their playful nature and their fey charm ability in their first years of service — hiding their viciousness beneath a graceful aspect. The Sister’s secondary goal is to protect the worldroots, the heart of spriggans, from the predation of hags and ill-intentioned mages. Under the guise of the green enchantresses, they fulfil their sacred duty, watching over the vales of tears, protecting natural magical sites, fey crossings and overhaul maintain harmony between worlds.

Subtlety over Strength. The sorority favors subtlety over brute strength, and so when fighting, the Sisters prefer to set ambushes and harassment maneuvers to overcome their foe. It is exceedingly difficult to surprise them and, in most confrontation, they will engage the enemy from a safe distance and cover with a volley of poisonous arrows and spells before retreating into the forest. Depending on the success of the first engagement, they will repeat this technique until the enemy gives up or lies dead. If muscle is necessary they will call upon other fey and primal beasts’ allies to honor the ancient pacts of protection.

Variant : Dryad Poison

To fulfil its duty, a dryad initiated into the sisterhood learns the poisons of branch and briar. A creature poisoned by a dryad can suffer an additional effect that varies depending on the poison selected. This effect lasts until the creature is no longer poisoned by the dryad.
Dreadbell. The poisoned creature is frightened of its allies.
Imp Root. The poisoned creature speed is halved and if it moves on its turn it must succeed a DC 14 Constitution saving throw or fall prone.
Mandrake Sap. The poisoned creature can't speak, can't do verbal spell component and only understands Sylvan.
Night Crown. The poisoned creature is blinded.

Vale of Tears - Regional Effects

Vale of Tears are hidden places of natural beauty and splendor, with strong ties to the Feywild. In lost valleys, ancient groves or other natural places inspiring peace and contemplation, dryads have weaved permanent spells to maintain their mad siblings into constant slumber. The region of a vale of tears has the following magical effects:

  •  After spending an hour inside the vale of tears, a humanoid must make a DC 10 Wisdom saving throw. On a failure, a few tears start to run down the humanoid's face as an intense sadness overtakes it. Roll a d6 to determine the effects, using the Vale of Tears Melancholy table. After finishing a long rest, a character can attempt to overcome the melancholia with a DC 15 Wisdom saving throw. On a successful save, the melancholia effect ends for that character.
  • At the end of each long rest taken inside the vale of tears, a humanoid must make a DC 10 Wisdom saving throw. On a failed save, the humanoid falls unconscious for 24 hours, or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
  • Once every 24 hours, during a short rest taken in the vale of tears, druids, rangers and paladins of the Oath of the Ancients can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half their class level (rounded up), and none of the slots can be 6th level or higher.

Vale of Tears Melancholy

1-3
The character has disadvantage on Wisdom saving throws and on Dexterity checks for initiative, and gains the following flaw:"I could simply lay down and rest, the world can take care of itself, and I'm so very tired."
4-5
The character can't take the Help action, can’t use reactions and gains the following flaw: "I periodically slip into a catatonic state, staring off into the distance for long stretches of time, remembering the ones I lost."
6
Whenever the character reduces a hostile creature to 0 hit points it must keep attacking it until the creature is dead and gains the following flaw: "My hatred consumes me. The world took everything from me and I want to hurt it back."

Previous Versions

Name Date Modified Views Adds Version Actions
8/24/2020 7:44:59 PM
14
0
--
Coming Soon

Habitat: Forest

EleKTriiK

Comments

Posts Quoted:
Reply
Clear All Quotes