Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 16). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: barkskin, entangle, conjure animals
1/day each: blight, erupting earth, 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.
Multiattack: The Dryad makes two vine attacks
Vine Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 7 (2d6) necrotic damage.
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 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 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 one humanoid and up to three beasts charmed at a time.
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 its turn.
Vine Whip. The dryad makes one vine attack
Necrotic Roots (Costs 2 Actions) The roots and vines that run through the undergrowth release a cloud of noxious spores. All creatures within 100 feet of the dryad take 7 (2d6) necrotic damage, the dryad heals a number of hit point equal to this.
Spell casting (Costs 3 Actions). The dryad is able to cast a spell, using one of the castings available to it.
Lair and Lair Actions
The Dryad's lair is her glade, she once protected it but now it has become twisted and corrupted around her. She is unable to leave this corrupted glade, she sustains herself by drawing energy from the nature around her
Lair Actions
When fighting inside its lair, a dryad can use her power to influence the surrounding flora to take lair actions. On initiative count 20 (losing initiative ties), the dryad takes a lair action to cause one of the following effects:
- The dryad casts confusion (no components required) on any number of creatures it can see within 10 feet of it. While maintaining concentration on this effect, the dryad can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the dryad’s confusion lair action for the next 24 hours.
- The flora within 60 feet of the dryad writhe and twist. Any creature on the ground within 20 feet of a tree must succeed on a DC 14 Strength saving throw or be restrained.
- Plants in the dryad’s lair magically becomes a conduit for the creature’s rage. The dryad can target any number of creatures it can see within 60 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) necrotic damage. The dryad can’t use this lair action again until it has used a different one.
Regional Effects
The region containing a corrupt dryad’s lair is warped by the creature’s presence, which creates one or more of the following effects:
- The ground within 5 miles of the lair are twisted and corrupt, this influence can grow as she feeds off the natural energy in the flora and fauna around her.
- Water sources within 1 mile of the lair are stagnant or fouled. Creatures that drink this water must succeed on a DC14 Constitution saving throw or are considered poisoned
- As an action, the dray can
- If the dryad dies, the first two effects fade over the course of 2d10 days.
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