Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 15). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh, plant growth
(The Dryad does not need concentration to keep Barkskin on herself)
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.
Bush Teleport. twice on her turn, the dryad can use 30 feet of her movement to teleport magically into one living bush within her vision range and emerge from a second living bush within 90 feet of the first bush, appearing in an unoccupied space within 5 feet of the second bush. Both bushes must be medium or bigger.
Club. Melee Weapon Attack: +4 to hit (+8 to hit with shillelagh), reach 5 ft., one target. Hit: 5 (3d4) bludgeoning damage, or 12 (3d8 + 6) bludgeoning damage with shillelagh.
Fey Charm. The dryad targets any number of humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected, object of desire and deep affection. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can and is utterly infatuated by her.
Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.
The dryad can have no more than 5 humanoids and up to twenty beasts charmed at a time.
Nature Shape. The dryad's magic can turn others into trees, bushes, flowers or other type of plants of that creature's choice; The dryad can choose any number of willing creatures that she can see within range or a non-willing creature within her touch reach, the unwilling creature must make a Constitution saving throw DC 15, on a fail save it is restrained and turned into the plant of the Dryad's choice, at the beginning of each of its turns, the creature must make another constitution saving throw, if successfully saves 3 times the spell ends, if the creature fails 3 times it is permanently turned until the Dryad chooses to release it; on a willing creature, it lasts as long as the creature is willing to remain in such shape. All equipment merges into the new form and it remains with the creature once it returns to its natural form.
The creature's statistics and hit points are replaced by the ones of the chosen plant as an object except its intelligence which will be half the creatures original Intelligence and its wisdoms which will be the same of the original creature +2. The transformation affects the consciousness of such creature which will remember any experience while shaped as the plant, as if it was a blissful abstract slumber; additionally, the creature gains the Sylvan language and can communicate with other plants.
If the plant reverts to its original form as a result of dropping to 0 hit points, any excess damage carries over to its normal form, as long as the excess damage doesn't reduce the creature's normal form to 0 points which will render it knocked unconscious.
Fay Simulacrum. The dryad can create any number of illusory copies of herself that can interact simultaneously in any woodland where the Dryad's spirit is bound to. They are partially real, since they are a fragment of her consciousness, though it is intangible and remain able to teleport from bush to bush or tree to tree.
Any physical attack made to a duplicate, passes through it as of it was hitting a bulk of piled leaf that will puff into air taking no damage. it means they are immune to acid, bludgeoning, cold, force, lightning, necrotic, piercing, poison, radiant, slashing or thunder attacks; fire attacks make the Dryad roll a Charisma saving throw with DC 15 to be able to keep performing the simulacrum until a long rest is completed.
Psychic attacks take effect just as if the duplicate was the actual Dryad.
A creature can roll an Insight (Wis) check DC 15 to identify the real Dryad from the copies.
Leaf form. The dryad's magic can turn herself or a willing creature she can touch into a misty cloud of bulked leaf; while in this form she or the willing creature move by floating in swirling air movements with a speed of 50 ft, gain immunity to any physical damage from a source that makes bludgeoning, piercing and slashing damage, it has vulnerability to fire and force damages, and remains subject to its normal statistics regarding acid, cold lightning, psychic, radiant and thunder damage. It has advantage on Dexterity saving throws and retains its original statistics in addition it gains +4 at Dexterity checks and AC. The target can pass through spaces as small as to 1 foot wide, the target can shape himself/herself as a replica image of his/herself normal shape and appearance, with the difference that it is made out of leaf, and it can gain the ability to communicate by bonding a telepathy connection with any creature withing its visual range.
If the creature reverts to its original form as a result of dropping to 0 hit points, any excess damage carries over to its normal form, as long as the excess damage doesn't reduce the creature's normal form to 0 points which will render it knocked unconscious.
All equipment merges into the new form and it remains with the creature once it returns to its natural form.
Control Woodland. As a reaction after being attacked, and as an instant bonus action, The dryad's magic communicates with fey spirits to react in rage and protect the woodland, magically transforming a forest into a magical prison for hostile invaders; The Dryad commands the woods to reorder into a maze around any number of target creatures, these creatures must roll a survival saving throw DC 30 to find a way out of the woods, an enemy can choose to roll a Nature saving throw DC 14 to show true intentions of not doing any harm to any creature or plant of the woods to calm the spirits rage and get released, If after succeeding a second attack occurs from this creature or any companion, it would render in the woods counterattacking by setting grasping weeds, vines and roots sprouting on the creature and all its companions to restrain and choke them within reach of any location inside the woodland or 30 ft in an outer rim of the woodland's edge. A creature must succeed on a Strength saving throw DC 20 or be restrained by the entangling plants, a creature entangled can use an action from its turn to try to free themselves by rolling a Strength check DC 17, on a success it frees itself on a failure it remains grappled. at every turn of the Dryad per round all entangled creatures take Hit20: (3d6 + 10) bludgeoning damage.
Tishalma can perform 3 actions per turn.
Whenever the Dryad fails a Wisdom saving throw, she can choose to success instead.
While she steps into a tree, Tishalma can teleport her consciousness to any forest on any plane of existence, while her physical body remains bound to that tree.
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