Forest Stride: The Ancient Dryad is unaffected by difficult terrain made of roots, thorn bushes, dirt or other natural elements.
Unbound Guardian: Unlike other Dryads, the Ancient Dryad is not bound to a single tree, or even a single forest, and can freely roam the whole world, though they will typically choose a single forest as their domain, and will die to protect it
Innate Spellcasting: The Ancient Dryads innate spellcasting ability is Wisdom (Spell Save DC 19) The Ancient Dryad can innately cast the following spells, requiring no material components:
At Will: Druidcraft, Shillelagh, Thorn Whip, Mold Earth, Earth Tremor, Goodberry, Speak With Animals
5/day each: Enlarge/Reduce (Self Only) Moonbeam, Spike Growth, Call Lightning, Tidal Wave
3/day each: Dominate Beast, Grasping Vine, Cone of Cold, Greater Restoration
2/day each: Heal, Sunbeam
1/day Each: Whirlwind, Sunburst, Foresight
Multiattack:The Ancient Dryad Makes two Will of the Forest Attacks, Two Club Attacks or casts one spell.
Will of the Forest. Melee Spell Attack: +11 to hit, reach 60 ft. 1 target. Hit: 16 (2d8 + 7) Piercing Damage plus 5 (2d4) Acid, Cold, Fire, Poison, or Lightning damage, Ancient Dryads choice.
Club: Melee Weapon Attack +6 to Hit (+11 with Shillelagh) reach 5 ft. 1 target. Hit 7 (1d8+2) Bludgeoning damage With Shillelagh 12 (1d8+7)
Forests Farewell: If the Ancient Dryad is killed, every hostile creature within60 feet of it must mace a Constitution saving throw (DC 19) or take 12d8 Necrotic damage. Each friendly Creature within 60 feet regains HP equal to the damage dealt. Non magical plants in the same radius become younger and healthier as well.
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