Challenge Rating: 3
Type: Fey, Athelesian
Hit Points: 14 (4d6 HD)
Armor Class: 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
Saves: Fort +5, Ref +8, Will +6
Weaknesses: Cold iron, Aradan steel, tree dependant
Base Attack: +2
Melee: Dagger +6 melee (1d4)
Ranged: Masterwork longbow +7 ranged (1d8)
Special Attacks: –
Sanity Effects: –
Abilities: STR 10, DEX 19, CON 11, INT 14, WIS 15, CHA 18
Skills: Acrobatics +4, Athletics +0, Awareness +3, Endurance +0, Knowledge +2, Persuasion +4, Spellcraft -, Survival +3, Thievery +5
Talents: 3 points or recommended: Animal Affinity, Great Fortitude, Weapon Dexterity
Special Qualities: Damage reduction 5/ cold iron or Aradan steel, speak with plants, tree stride, tree dependent, wild empathy; Spell-like abilities – daze, snare, charm person, suggestion
At will—daze, snare (DC 13); 3/day— charm person (DC 13); 1/day—suggestion (DC 15). The save DCs are vs. Will.
Speak with Plants
A dryad can speak with plants and understand their answers. Plants are very limited in their sense, so they will only be able to give general answers.
Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Dryads are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests they are are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree.
Dryads have the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. They others trees must be within sight of each other.
This power works like the Talent, except that the dryad has a +6 racial bonus on the check.