Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Multiattack. The Cinder Dryad makes two Burning Thrash attacks. It can replace one attack with an Ember Toss.
Burning Thrash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+1) fire damage.
Ember Toss. Melee or ranged spell attack: +6 to hit, reach 5 ft., or ranged 120 ft., one target. Hit: 19 (3d10+3) fire damage. Each creature hit with this attack must make a constitution saving throw, or be blinded until the end of their next turn.
Cinder Step (Recharge 4 – 6). The dryad teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Any creature within 5 feet of it when it teleports must make a dexterity saving throw. On a fail they take 1d4 fire damage, and on a success they take half.
Absorbing Aura. When the Cinder Dryad is hit with fire damage it can use its reaction to absorb the fire, regaining hit points equal to the damage rolled.
Description
Sometimes, when dryads are born during forest fires, they become cinder dryads. These Fey only know fire, and consequently travel around spreading forest fires. They are not necessarily evil, but they are certain in their belief that what they do are good.
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