Monday, May 15, 2017

Befouled Dryad CR 3


Befouled Dryad CR 3
XP 800
CE Medium 
fey
Perception +7; Senses low-light vision

Offense
Init +3 Speed 30 ft. , climb 20 ft. Melee 2 claws +7 (1d4+1)
Special Attacks 
Spell-Like Abilities (CL 6th; 
concentration +11) Constant—speak with plants; At will—entangle (DC 15), tree shapewood shape (1 lb. only) 3/day— cause fear (DC 15), strangling hairtree stride; 1/day— screech  (DC 17)

Defense
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural) hp 21 (6d6) Fort +4, Ref +8, Will +3
DR 5/cold iron
Weaknesses 
tree dependent

Tactics
Before Combat If able to prepare before a fight, a befouled dryad uses either tree meld or tree shape to hide amongst the woods, most often disguised as or hidden within a diseased alder, fir, pine, poplar, robinia, or spruce. If able to act undetected, it uses entangle centered on the space it occupies followed by cause fear targeting either an individual approaching the entangle area or one who has successfully resisted the entangle effect.
During Combat A befouled dryad prefers to remain hidden until a
single opponent approaches the space it occupies. It uses strangling hair to target that creature and then proceeds to attack with branch-like claws after the effect expires.
Morale A befouled dryad has no interest in a prolonged engagement. If able to frighten one or more opponents while keeping one grappled, it will attempt to destroy the grappled enemy (switching to claw attacks when the effect ends). Whether or not it successfully eliminates a foe, this creature will attempt to flee shortly after strangling hair expires (usually after 6-10 rounds of combat). It first leads any pursuers away from the tree it is connected to by using tree stride to create distance and entangle to delay pursuit. If aware of other potentially hostile encounters, a befouled dryad will attempt to lead opponents to them. Otherwise it takes advantage of terrain features that create hazards or may cause enemies to become lost. Once satisfied, the befouled dryad employs remaining daily uses of tree stride to locate and inform the lord of Varad Castle (or agents thereof) regarding what has transpired.

Other Statistics
Str 12 Dex 16, Con 11, Int 10, Wis 6, Cha 18
Base Atk +3; CMB +4; CMD 17
Feats
Great Fortitude, Stealthy, Weapon Finesse
Skills 
Climb 9 (c; r; +10), Craft (sculpture) 6 (c; +6), Escape Artist 6 (c; +14), Handle Animal 6 (+10), Knowledge (nature) 6 (c; +9), Perception 6 (c; +7), Stealth 6 (c; +14), Survival 6 (+4); Racial Modifiers+6 Craft (wood)
Languages Common, Elven, Sylvan; 
speak with plants
SQ
tree meld, wild empathy +14, woodcraft
Gear none

The dryads native to the Jovan woods have been compelled to patrol areas which surround the castle ruins and to guard the Varad mountain pass in particular.

These creatures have been corrupted by the influence of Varad Castle but are not naturally evil. While the castle is fully present on the material plane, they must make a Will saving throw (DC 21) each day or their alignment shifts one step towards evil. The DC increases by a cumulative +1 on each day following a successful save and resets to 21 on a failure. When the castle is merely unoccupied ruins, this shift reverses one step towards good within a month. At the same time their other statistics revert to those of standard dryads.

Nevertheless, most of these creatures retain some unsavory habits and tend to consort with neutral or evil
fey, sorcerers and witches.





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