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Homebrew

Dryad

Dryad
Species | Jun 17, 2024

Dryads, also known as wood nymphs, are Fey who act as the protectors of the forests and trees.

  Dryads, also known as wood nymphs, are Fey who act as the protectors of the forests and trees. Travelers entering a forest might catch a glimpse of a graceful form flitting through the trees, soon finding themselves enchanted by warm laughter that calls them deeper into the emerald shadows.   A Dryad can emerge from the tree they are bound to and travel the lands around it, but the tree remains their home and roots them to the world. As long as the tree remains healthy and unharmed, the Dryad stays forever youthful and brimming with life. If the tree is harmed they suffer, and if the tree is ever destroyed, the Dryad descends into madness.   Dryads are naturally shy creatures, with most prefering to live in the deep forests of the Wild Lands. However, after the collapse of the Feywild and the expansion of civilization throughout the country, many Dryads ended up living in towns built around the trees they call home. Small patches of forest can be found throughout almost every settlement, providing home and shelter to the Fey creatures that reside within them.
ability score increase: +2 Cha, +1 Wis
age: They reach maturity at age 200 and may live indefinitly if they are not killed
alignment: Neutral
Size: Medium
speed: 30 ft.
Languages: Common, Elvish, Sylvan
race features:

Armor Class

11 (16 with Barkskin)  

Hit Points

22 (5d8)  

Skills

Perception +4, Stealth +5  

Senses

Darkvision 60ft, Passive Perception 14   Innate Spellcasting. The Dryad's innate spellcasting ability is Charisma (spell save DC 14). The Dryad can innately cast the following spells, requiring no material components:   At will: Druidcraft   3/day each: Entangle, Goodberry   1/day each: Barkskin, Pass Without a Trace, Shillelagh   Magic Resistance. The Dryad has advantage on saving throws against spells and other magical effects.   Speak with Beasts and Plants. The Dryad can communicate with beasts and plants as if they shared a language.   Tree Stride. Once on their turn, the Dryad can use 10 feet of their movement to step magically into one living tree within their reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large.

Actions

  Club. Melee Weapon Attack: +2 to hit (+6 to hit with Shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with Shillelagh.   Fey Charm. The Dryad targets one humanoid or beast that they can see within 30 feet of them. If the target can see the Dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the Dryad as a trusted friend to be heeded and protected. Although the target isn't under the Dryad's control, it takes takes the Dryad's requests or actions in the most favorable way it can.

Each time the Dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the Dryad dies, is on a different place of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Dryad's Fey Charm for the next 24 hours. The Dryad can have no more than one humanoid and up to three beasts charmed at one time.


Created by

KikiTerminator.

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