Medium Fey, Chaotic Neutral
Armor Class 15 nature armor
Hit Points 132 (24d8 + 24)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
16 (+3)
CHA
24 (+7)
Saving Throws STR +9, WIS +7, CHA +11
Skills Medicine +9, Nature +5, Persuasion +12
Damage Resistances Acid, Cold, Fire, Force, Lightning, Thunder
Condition Immunities Charmed
Senses Passive Perception 16
Languages Celestial, Common, Druidic, Elvish, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The Dryad is an 18th-level spellcaster. Its innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). It innately cast the following spells, requiring no material components:

(At will:) druidcraft, mending, poison spray, magic stone, thorn whip, primal savagery, speak with animals

(3/day:) faerie fire, cure wounds, entangle,barkskin, pass without trace, lesser restoration, plant growth, grasping vine, tree stride

(1/day:) commune with nature, awaken, greater restoration, wrath of nature, druid grove

 

Actions

Maul. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 5 (2d6+8) bludgeoning damage.

Change Shape (2/Day). The ancient dryad magically polymorphs into a beast or monstrosity with a challenge rating of 6 or less and can remain in this form for up to 12 hours. The ancient dryad can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The ancient dryad reverts to its true form if it dies or falls unconscious. The ancient dryad can revert to its true form using a bonus action on its turn.

While in a new form, the ancient dryad retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.

The new form’s attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks

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 19 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 three humanoids and up to ten beasts charmed at a time.

 

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Bonus Actions

Compel Beast. An allied beast, human, or monstrosity within 30 feet of the dryad uses its reaction to make one attack against a target of the dryad’s choice that she can see.

Tree Shift. The dryad can enter a tree and cast plane shift on herself without any component.

Legendary Actions

 

 

 

Description

Dryads are fey-maidens who acted as the protectors of forests and trees. They are favored representatives of a great number of nature deities. Ancient Dryads reside deep within ancient forests both in the Material Plane and the Feywild. Some of them can be seen in the Outer Planes in Arvandor and Arborea.

Ancient Dryads can be identified by their magical maul +3 made from wood and stone

Previous Versions

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Monster Tags: NPC

Habitat: ForestMountainSwampUnderwater

Hariz83

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