Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 18). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft, scrying, commune with nature
2/day each: bestow curse (5th level version), reincarnate, sunbeam, transport via plants
1/day each: geas, imprisonment, legend lore
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.
Verdant Blessing. The AC of the dryad includes her Charisma bonus.
Multiattack. The dryad makes two attacks.
Elemental Bolt. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 150 ft., one target. Hit: 18 (3d8 + 5) damage of one of the following types (dryad's choice): acid, cold, fire, lightning or poison.
Verdant Ward (2/Day). A ward of green shimmering energy forms around the dryad. The dryad gains 50 temporary hit points. While she has these temporary hit points, the dryad has resistance to damage from spells. If the dryad takes force damage she loses all her temporary hit points, ending the ward.
The dryad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dryad regains spent legendary actions at the start of her turn.
Elemental Bolt. The dryad makes one elemental bolt attack.
Cast a Spell (Costs 2 Actions). The dryad casts a spell, using a daily use as normal.
Eternal Slumber (Costs 2 Actions). The dryad targets one creature she can see within 60 feet of her. The target must succeed on a DC 18 Wisdom saving throw or be cursed and fall unconscious into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older. The curse has no effect on undead or constructs. The curse lasts until it is lifted by a remove curse spell or similar magic.
Verdant Touch (Costs 3 Actions). The dryad touches another creature. The target magically regains 23 (4d8 + 5) hit points and is freed from any charm, curse, disease, poison or petrification effect.
Description
Keepers of Memory. The green enchantresses are eternal dryads that guide the Sisters of the Vale; they are the keepers of the old ways; holding the knowledge of the rites and terms of pacts made in past eras. They uphold fey and men to their words, even if those where uttered thousands of years ago. Above all else, they commemorate the memory of their fallen sisters and watch over the worldroots, knowing the story of each. So too are they versed in ancient curses, of words that can sap strength or cause their victim to fly into a rage so consuming that it slaughters its own kin without compunction. Over their eternal life they learn the magical secrets of the worldroots, gaining powerful abilities.
Eternal Guide. A green enchantress never ages and succumbs to injury only briefly. Should one be slain, her siblings place her body upon a bier of root and ivy, and bear it away to the hallowed halls beneath a vale of tears. There, she slumbers away the weeks and months until the arrival of a new spring, where the roots of magic and life-energy restores her to existence. Only if her tree is destroyed or her body irretrievable or mutilated beyond all recognition does her spirit flee the mortal world, leaving her bereaved sisters to exact vengeance on her slayer.
Otherworldly Patron: Archfey.
The mystical senses of a Green Enchantress see far and wide, her gaze reaching beyond the borders of her vale. Sometimes, when a mortal catches her sight or she is in need of an inconspicuous agent, she will wait for it to fall in battle or orchestrate his death and then offer to save him, replacing his heart by a worldroot. Those so blessed receive magic and power, becoming warlocks. A Green Enchantress’ motivations are at times inscrutable, but will often involve keeping the mortal and fey world separated, forcing a party to uphold their end in a mystical bargain or keeping an ancient evil contained.
Lair and Lair Actions
A green enchantress lair is located within the hallowed halls beneath a vale of tears, a place of magical secrets and beauty. A green enchantress encountered in her lair has a challenge rating of 15 (13,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the dryad takes a lair action to cause one of the following magical effects; the dryad can't use the same effect two rounds in a row:
- The dryad targets one creature she can see within 60 feet of her. The target must succeed on a DC 18 Constitution saving throw or age 1d4 x 10 years older or younger (the dryad's choice), but never any younger than 1 year old or any older than 1 year before its natural death. The aging effect can be reversed with a remove curse spell, but only within 24 hours of it occurring.
- The dryad targets one creature she can see within 60 feet of her. The target must succeed on a DC 18 Wisdom saving throw or be cursed until the end of its next turn. While cursed, the target can't move, and on its turn, it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn. A remove curse spell ends this effect.
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