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Dryad QueenCreature 13


UncommonCGMediumFeyNymphPlant
Source Pathfinder Bestiary
Perception +25 (low-light vision)
Languages Common, Elven, Sylvan, Speak With Plants
Skills Acrobatics +25, Athletics +19, Crafting +23, Deception +30, Diplomacy +30, Intimidation +27, Nature +24, Performance +28, Stealth +25, Survival +24
Str +2, Dex +6, Con +6, Int +4, Wis +4, Cha +8

AC 35; Fort +24; Reflex +26; Will +24;
HP 220
Speed 30 feet
Weaknesses Coldiron 10, Fire 10

Branch One Action +27 (+22, +17) to hit (finesse, magical) 3d12+8 Bludgeoning
Leaves One Action +27 (+22, +17) to hit (conjuration, plant, primal, range increment 60) 3d8+6 Slashing

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.

Tied to the Land

A nymph queen is intrinsically tied to a specific region, such as a forest for a dryad queen. As long as the queen is healthy, the environment is exceptionally resilient, allowing the nymph queen to automatically attempt to counteract spells and rituals such as Blight that would harm the environment, using her Spell DC with a counteract level equal to the highest-level druid spell she can cast. When the nymph queen becomes physically or psychologically unhealthy, however, her warded region eventually becomes twisted or unhealthy as well. In that case, restoring the nymph queen swiftly heals the entire region.

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.

Nymph's Beauty (aura, emotion, enchantment, mental, primal, visual)

30 feet Aura

On a failed save, the target is Immobilized in awe for 1 minute.


Creatures that start their turn in the aura must succeed at a DC 30 will save or suffer an effect described in the nymph queen's entry.

Change Shape One Action (polymorph, primal, transmutation)

Nymph queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a more humanoid-looking version of their natural form.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Focus Beauty One Action (emotion, enchantment, mental, primal, visual)

On a failed save, if the target was already affected by the dryad queen's beauty, the target suffers the effects of a failed save against Charm.


The nymph queen focuses her beauty upon a target within her aura. The creature must attempt a DC 30 will save. On a failure, it is affected as if by the nymph queen's nymph's beauty aura; if it was already affected by the aura, it suffers a greater effect described in the nymph queen's entry. A nymph queen can Focus Beauty on a given creature only once per turn.

Inspiration Three Actions (emotion, enchantment, mental, primal)

A nymph queen can inspire a single intelligent creature by giving that creature a token of her favor, typically a lock of her hair. As long as the creature carries her token and remains in good standing with the nymph queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves.

If a nymph queen grants her Inspiration to a bard and the nymph queen is that bard's muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey.

Effect: Dryad Queen's Inspiration

Tree Meld Two Actions (primal, transmutation)

The hamadryad touches a tree within her domain 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 enter or exit her extradimensional domain from any tree in her domain. She can Dismiss this effect.

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

The hamadryad can also touch a tree within her domain to instead enter her extradimensional domain; Tree Meld gains the extradimensional trait. A hamadryad can bring up to eight other creatures with her when entering her home. The hamadryad can still be expelled from this space as above.


Primal Prepared Spells (DC 35, +25 to hit)

Cantrips (7th Level): Detect Magic, Guidance, Light, Ray of Frost, Stabilize
1st Level: Fleet Step, Gust of Wind, Heal, Negate Aroma, Summon Plant or Fungus
2nd Level: Animal Messenger, Faerie Fire, Remove Fear, Resist Energy
3rd Level: Earthbind, Haste, Wall of Thorns
4th Level: Fly, Stoneskin
5th Level: Cone of Cold, Death Ward
6th Level: Baleful Polymorph, Chain Lightning, Tangling Creepers
7th Level: Regenerate

Primal Innate Spells (DC 35, +25 to hit)

Cantrips (7th Level): Tanglefoot
1st Level: Charm (At Will), Sleep (At Will)
2nd Level: Entangle (At Will), Shape Wood (At Will), Tree Shape (At Will)
4th Level: Speak with Plants (Constant), Suggestion (At Will)
5th Level: Tree Stride
8th Level: Impaling Briars


Hamadryads rule over an entire forest, or a portion of an incredibly large forest, leading and protecting all dryads within. Hamadryads often have strange relationships with powerful and deadly fey, working together in a dualistic way despite their differences, with the hamadryad representing nature's wonders and the other fey representing nature's wrath.


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

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.