Befouled Dryad CR 3
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 shape, wood shape (1 lb. only) 3/day— cause fear (DC 15), strangling hair, tree stride; 1/day— screech (DC 17)
Special Attacks
Spell-Like Abilities (CL 6th; concentration +11) Constant—speak with plants; At will—entangle (DC 15), tree shape, wood shape (1 lb. only) 3/day— cause fear (DC 15), strangling hair, tree 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
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. 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
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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