Medium Fey, Chaotic Good
Armor Class 11 (16 with barkskin)
Hit Points 12 (2d8 + 3)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
14 (+2)
WIS
15 (+2)
CHA
15 (+2)
Skills Perception +4, Stealth +5
Damage Vulnerabilities Acid, Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages Elvish, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

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

At will: druidcraft

3/day each: entangle, goodberry Magic Missle, 1st level

1/day each: barkskin, pass without trace, shillelagh

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

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

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

Actions

Club. Melee Weapon Attack: +1 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4+1) bludgeoning damage, or 8 (1d8 + 1) bludgeoning damage with shillelagh.

 

Description

Ashiras are lesser Dryads who live in beaches and coastal areas. Loving the warm coastal air and the sand, Ashiras have long black hair and while friendly can turn dark at any moment.

Habitat: Forest

ArathorWarpick

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