🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Dryad (1-16)Creature 3


CNMediumFeyNymphPlant
Source Pathfinder Society Scenario #1-16: The Perennial Crown Part 1, Opal of Bhopan
Perception +10 (low-light vision)
Languages Common, Elven, Sylvan, Speak With Plants
Skills Acrobatics +9, Athletics +5, Crafting +7, Diplomacy +9, Nature +13, Stealth +9, Survival +12
Str +0, Dex +4, Con +1, Int +2, Wis +3, Cha +4

AC 19; Fort +6; Reflex +11; Will +10;
HP 55
Speed 25 feet
Weaknesses Coldiron 5, Fire 5

Branch One Action +12 (+7, +2) to hit (finesse, magical) 1d12+2 Bludgeoning

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Nature Empathy

The dryad can use Diplomacy to Make an Impression on and make very simple Requests of animals and plants.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Tree Dependent

A dryad is mystically bonded to a single great tree and must remain within 300 feet of it. If she moves beyond that range, she becomes Sickened 1 and is unable to recover. She must attempt a DC 18 fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, she becomes Drained 1, with this value increasing by 1 every additional 24 hours. A dryad can perform a 24-hour ritual to bond herself to a new tree.

Tree Meld Two Actions (primal, transmutation)

The dryad touches a tree of enough volume to contain her and merges into it for as long as she wishes. She can Cast a Spell while inside as long as the spell doesn't require a line of effect outside the tree. She can hear, but not see, what's going on outside the tree. She can Dismiss this effect.

Significant physical damage dealt to the tree expels the dryad from the tree and deals 3d6 damage to her. Passwall expels the dryad without dealing damage.

If a dryad uses this ability on her bonded tree, she instead enters an extradimensional living space within the tree; Tree Meld gains the extradimensional trait. A dryad can bring up to two other creatures with her when entering her home within her bonded tree. The dryad can still be expelled from this space as above.


Primal Innate Spells (DC 21, +11 to hit)

Cantrips (2nd Level): Tanglefoot
1st Level: Charm, Sleep
2nd Level: Entangle (At Will), Tree Shape (At Will)
4th Level: Speak with Plants (Constant), Suggestion
5th Level: Tree Stride


Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.

Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life.


Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fey

Creatures of the First World are called the fey.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.