Medium Fey, Any Alignment
Armor Class 18 Natural Armor
Hit Points 180 (16d10 + 20)
Speed 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
19 (+4)
INT
19 (+4)
WIS
24 (+7)
CHA
24 (+7)
Saving Throws WIS +12, CHA +12
Skills Nature +19, Perception +18, Persuasion +16, Stealth +14
Damage Resistances Cold, Necrotic, Poison, Bludgeoning from non magical attacks
Condition Immunities Charmed, Deafened, Exhaustion
Senses Blindsight 100 ft., Darkvision 80 ft., Tremorsense 200 ft., Passive Perception 22
Languages Common, Druidic, Elvish, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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 in size.

Legendary Resistance (3/Day). If Trostani fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 19). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraftshillelagh, mold earth, cure wounds

6/day each: entangle, goodberry, plant growth, control water

4/day each: grasping vine, dispel magic, druid grove

2/day each: wall of thorns, foresight, regenerate

 

Actions

Multiattack. The dryad makes three attacks, using its staff, cast a spell with a casting time of 1 action, or both.

Staff. Melee Weapon Attack: +6 to hit, reach 6 ft., one target. Hit: 5 (2d6) bludgeoning damage.

Fey Charm. The dryad targets two humanoids or a beast that she can see within 35 feet of her. If the target can see the dryad, it must succeed on a DC 18 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, till dispelled, or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.

The dryad can have no more than two humanoids and up to four beasts charmed at a time.

Suppress Magic (Recharge 5–6). The dryad targets one magic item it can see within 120 feet of it. If the magic item isn’t an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.

Legendary Actions

The dryad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dryad regains spent legendary actions at the start of their turn.

Voice of Harmony. Makes one melee attack, with advantage on the attack roll.

Voice of Life. Bestows 20 temporary hit points on another creature they can see within 120 feet of them

Awaken Grove Guardians (Costs 3 Actions). The dryad animates one or two trees they can see within 120 feet of them, causing them to uproot themselves and become [Tooltip Not Found] (see the Monster Manual for their stat blocks) for 1 minute or until the dryad uses a bonus action to end the effect. These trees understand Druidic and obey the dryad's spoken commands, but can’t speak. If they issue no commands to them, the trees do nothing but follow them and take the Dodge action.

Lair and Lair Actions

Ancient Dryad's Lair

Ancient Dryads dwell deep within a forest of any type that isn't tainted by any evil or corrupting force, they can be found in the dense rainforests of the tropics or the coniferous forests of the far north. The forests they dwell in will appear like any other but thanks to the dryad's protection these old forests are teeming with life, magical creatures, ancient gigantic trees, and magic as old as the earth itself. Within these ancient forests, kind hearts are welcomed while evil ones will only find danger or even death awaiting them.

Lair Actions

On initiative count 17 (losing initiative ties), the Dryad takes a lair action to cause one or more of the following effects, these effects are basically the wrath of nature spell.

  • Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for the Dryad's enemies.
  • Trees. At the start of each of the Dryad's turns, any enemies within 10 feet of any tree in the 60 ft. cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches. 
  • Roots and Vines. At the end of the Dryad's turns, one creature of their choice that is on the ground in the 60 ft. cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against their spell save DC, ending the effect on itself on a success.
  • Rocks. As a bonus action on the Dryad's turn, they can cause a loose rock in the 60 ft. cube to launch at a creature they can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Regional Effects

The forests and regions containing an Ancient Dryad's lair are affected by the dryad's magic and care, which create one or more of the following effects:

  • Plants that are within the forest have limited sentience and animation, while trees are more so. The trees act as the Dryad's first line of defense, acting as sentries and guards of the forest; the Dryad can also communicate through them to any who can speak with and understand plants. 
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand any language the Dryad speaks while within 3 miles of their home. These creatures speak well of the dryad, but will not divulge their whereabouts to those who wish harm upon the dryad and forest.
  • Intelligent 

If the dryad dies, the magic effects will fade over the course of several years.

Monster Tags: NPCfey

Habitat: ArcticCoastalForestMountainSwamp

Lastelle

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