Medium Plant, Neutral Evil
Armor Class 11 (16 with barkskin)
Hit Points 22 (5d8)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)
Skills Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Elvish, Sylvan
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Thorns. Melee Weapon Attacks cause +1d6 piercing damage.

A creature damaged by this feature rolls a Constitution Saving Throw DC 14 or contacts Crimson Fever.

A Crimson Dryad that is damaged by a fire area of effect attack the looses the effect of this feature.


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

At will: shocking grasp

3/day each: ensnaring strike, absorb elements

1/day each: barkskin, spike growth, shillelagh

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.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

Horrific Scream. Recharge [5-6]  The crimson dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the crimson dryad, it must succeed on a DC 14 Wisdom saving throw or be magically frightened. The frightened.

If the character fails by 5 or more, the character is also [Tooltip Not Found].

The dryad can have no more than one humanoid frightened at a time.

Description

Description

A mysterious woman, hair of crimson leaves and smooth grey skin bark.

Knowledge

A vile ritual melded the beautiful Eladrin woman with an intelligent malevolent plant , a blood vine, that now controls that body. The soul of the beautiful Eladrin now a slave in a jail made of what was once her own body.

Crimson Fever

This disease targets humanoids. While in the grips of this disease, the victim’s skin pales and dries, forming watermarks as a tree would do, the eyes bloodshot and the hair turn a copper hue which gets stronger as long as the disease progresses. Recovering the disease doesn’t recover the hair color while the skin retains the waters in a form of faint scars.

Symptoms manifest 1d4 hours after infection and include fever, excessive sweating and disorientation. The infected creature gains one level of Exhaustion that can’t be removed until the disease is cured.

Any event that causes the infected creature great stress—including entering Combat, taking damage, experiencing fear, or having a nightmare—forces the creature to make a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) poison damage and becomes [condition]Incapacitated[/codnition] , having shivering crysis and crying blood tears for 1 minute, seeing visions from the Feywild or the Shadowfel during the duration. The creature can repeat the saving throw at the end of each of its turns, ending the shivering crysis and the [condition]Incapacitated[/codnition] condition on a success.

A creature can spend an action to attempt a medicine check. A successful medicine DC11 ends the crysis.

A humanoid creature that touches an infected creature in the throes of shivering crysis must succeed on a DC 11 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours.

At the end of each Long Rest, an infected creature can make a DC 11 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an Attack of shivering crysis drops by 1d6.

When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails two of these Saving Throws gains the effects of barkskin. A creature that fails four of these Saving Throws transforms into a Crimson Dryad.

Previous Versions

Name Date Modified Views Adds Version Actions
5/19/2019 2:36:32 AM
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1.0
Coming Soon

Habitat: Forest

dance_cmdr

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