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Dryadby Jamie Baty
EX, RC 174, PC1 9
Hit Dice: 2d6 (7 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/0
Attack: Dagger +5 melee (1d4 -1)
Full Attack: Dagger +5 melee (1d4 -1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Spells
Special Qualities: Communicate with plants, low-light vision, spell-like abilities, wild empathy
Saves: Fort +0, Ref +7, Will +6
Abilities: Str 8, Dex 18, Con 11, Int 14, Wis 17, Cha 19
Skills: Escape Artist +9, Handle Animal +9, Hide +9, Knowledge (nature) +7, Listen +8, Move Silently +9, Ride +4, Spot +8, Survival +8, Use Rope +4
Feats: Weapon Finesse
Environment: Temperate, Warm forests
Organisation: Solitary, or Grove (2-5)
Challenge Rating: 2
Alignment: Often chaotic good
Advancement: 3-10 HD (Medium) or by character class
Level Adjustment: +3
Dryads are the materialisation of the auras of forest trees. They are always female. They are often very beautiful, with hair and a complexion that changes with the seasons.
There are two types of dryads common in Mystara. The first is the dryad. This nymph-like creature maintains a strong connection to the forests and trees, but is not limited to a locality surrounding a particular tree. Hamadryads, on the other hand, have bound themselves to a particular tree referred to as her soul-tree.
Dryads do not spring directly from a tree's aura, as a hamadryad does. Rather they are the descendants of hamadryads that have mated with humans, elves, fairies, and satyrs. Offspring of unions with humans and elves result in dryads, while unions with fairies or satyrs may either be dryads or the other parent's race. Dryad's can become hamadryads at anytime by binding themselves to a soul-tree.
Hamadryads tend to be solitary, only occasionally desiring company. They are often allied with other woodland creatures and act as caretakers of the forests. Both types of dryads are well-disposed humans as long as they don't violate the forest.
Dryads are less solitary than hamadryads. They often take the appearance of peasant girls, shepardesses, and followers of the hunt. They may even secretly assist those living in the woods. Their interests are often music, dancing, and sport.
Dryads speak Sylvan, Elven, and the predominate local language.
Dryads prefer not to fight, hiding or using their alluring appeal to keep from being attacked. They will use their magic to gain any advantage possible if pushed. Attacking trees, particularly a hamadryad's soul-tree, will inspire a frenzied attack.
Dryads are proficient with all simple weapons and with light armour.
Spells (Sp): A dryad casts spells as a druid of a level equal to her HD.
This dryad casts spells as a 2nd level druid and may cast 5/2 spells per day.
Communicate with Plants (Ex): A dryad may communicate with plants as if she were permanently under the effect of a speak with plants spell.
Spell-like Abilities (Sp): 3/day: charm person. CL 2nd. Save DC is Wisdom based.
Wild Empathy (Ex): A dryad can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dryad rolls 1d20 and adds her HD, her Charisma modifier and a +6 racial bonus to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the dryad and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A dryad can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but her racial bonus to the check is only +2.
Hamadryads are identical to normal dryads with the following exceptions:
Spell-like Abilities (Sp): At will: charm person; 1/day: suggestion.
Tree Dependent (Su): Each hamadryad dryad is mystically bound to a single, enormous tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A hamadryad's tree does not radiate magic.
At will, a hamadryad may merge with her soul-tree indefinitely. A merged hamadryad is virtually undetectable except by means of a wish or miracle spell. While merged, she cannot be harmed or targeted, although the tree itself may certainly be attacked.
Dryads can advance by character class, or may gain up to 10HD in the Fey type. Gaining HD in Fey causes the following changes to a Dryad's stats:
• Spells: For each additional Fey HD the dryad possesses, she gains an additional level of druid spellcasting..
• Alternate Form (Su): At 3 HD, the dryad can assume the form of one specific type of plant or tree of her choosing 1/day.
At 5HD, she may choose a second plant form and use this ability 2/day
At 7HD, she may choose a third plant form and use this ability 3/day.
At 9 HD, she may choose a fourth plant form and may use this ability at will.
• Erysichthon's Curse (Su): At 10 HD, the dryad can place a terrible curse upon those that would harm her or the woodlands. This curse causes the victim to receive no nourishment from food, regardless of how much he eats. What's worse is he is struck with insatiable hunger as well. He will eat whatever looks edible to sate his hunger; towards the end of his suffering this may even include his own flesh. However nothing will stop the hunger.
Additionally as a side effect, any magical effects that require drinking or eating (such as a potion) will not work on the victim. After the first 24 hrs, the victim is subject to the effects of starvation.
The victim is allowed a Will save vs DC (1/2 HD + Cha modifier +4 racial bonus). Erysichthon's Curse may only be removed by a wish or miracle spell, or a remove curse and atonement spell cast by a cleric of greater level than the dryad.
This ability may only be used once per month.
Dryads as Characters
Dryads have a favoured class of druid. Dryads are capable of both arcane and divine magic. In addition, some dryads have become bards, rogues or rangers. Dryads are generally not suited to be barbarians, fighters, monks and paladins. Dryad clerics often worship Ordana, or may choose two of the following domains: Plant, Protection, or Sun. Dryad characters possess the following racial traits:
• -2 Strength, +8 Dexterity, , +8 Charisma, +4 Intelligence, +6 Wisdom..
• Medium Size.
• A dryad's base land speed is 30 feet.
• +2 Natural AC bonus
• Low-light vision.
• Special Attacks (see above): Spells
• Special Qualities (see above): Communicate with Plants, Spell-like Abilities, Wild Empathy
• Weapon Proficiency: Dryads are proficient with all simple weapons.
• Armour Proficiency: Dryads are proficient with light armours.
• Automatic Languages: Sylvan, Elven, Local Language. Bonus Languages: Gnome, Halfling, other local languages.
• Favoured Class: Druid.
• Level Adjustment: +3