Innate Spellcasting. The yells' innate spellcasting ability is Charisma (spell save DC 16). The yells can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: faerie fire, charm person
1/day each: darkness, suggestion
Fey Charm: Any creature charmed by the yells has disadvantage on saving throws against the yells' spells and magical effects.
Group Tactics: The yells act as a single creature but roll for initiative separately. Each of them can take their turn and use their actions independently.
Legendary Resistance (1/Day/Yell): If the yells fail a saving throw, they can choose to succeed instead.
Speak with Beasts and Plants. The yells can communicate with beasts and plants as if they shared a language.
Shared Consciousness. The yells act as a single organism. They share thoughts, feelings, and emotions. Every time a yell belonging to the same group takes damage, it is shared between all of them.
Tree Stride. Once on their turn, the yells can use 10 feet of their movement to step magically into one living tree within their 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 spear attacks.
Spear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage.
Blinding Pollen (Recharge 5-6): A yell releases a cloud of pollen in a 15-foot cone originating from itself. Each creature in that area must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The Yells share a pool of 3 legendary actions, which can be used by any of them. They regain spent legendary actions at the start of their turn.
Move. The yell can move up to 30 ft. or use Tree Stride as a reaction if it didn't use it already during this round.
Ensnaring Vines: The yells cause plants in a 15-foot radius centered on a point within 60 feet of it to become animated. Each creature in that area must succeed on a DC 16 Strength saving throw or be restrained by the entangling plants until the start of the dryad's next turn.
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