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: chill touch, shillelagh
3/day each: entangle, cause fear
1/day each: barkskin, misty step, conjure animals
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one Blackwood tree within her reach and emerge from a second living tree within the blackwood, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Blackwood Fortitude. If damage reduces the dryad to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dryad drops to 1 hit point instead.
Telepathic Bond. The Dryad ignores the range restriction on its telepathy when communicating with a creature it has charmed . The two don't even need to be on the same plane of existence.
Club. Melee Weapon Attack: +3 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4+3) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Charm. One humanoid or beast the Dryad can see within 60 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this Dryad's Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time. If it charms another, the effect on the previous target ends.
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