Dungeons and Dragons Dryad 3.5 PBP RPG

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Dryad

Dryad

Medium Fey

Hit Dice:

4d6 (14 hp)

Initiative:

+4

Speed:

30 ft. (6 squares)

Armor Class:

17 (+4 Dex, +3 natural), touch 14, flat-footed 13

Base Attack/Grapple:

+2/+2

Attack:

Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

Full Attack:

Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/x3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Spell-like abilities

Special Qualities:

Damage reduction 5/cold iron, tree dependent, wild empathy

Saves:

Fort +3, Ref +8, Will +6

Abilities:

Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18

Skills:

Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Feats:

Great Fortitude, Weapon Finesse

Environment:

Temperate forests

Organization:

Solitary or grove (4-7)

Challenge Rating:

3

Treasure:

Standard

Alignment:

Usually chaotic good

Advancement:

By character class

Level Adjustment:

-

A dryad's delicate features are much like a female elf's, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.

Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.

Dryads speak Common, Elven, and Sylvan.

Combat

Shy, intelligent, and resolute, dryads are as elusive as they are alluring-they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.

Spell-Like Abilities: At will-entangle (DC 13), speak with plants, tree shape; 3/day- charm person (DC 13), deep slumber (DC 15), tree stride; 1/day-suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su): 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.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the dryad has a +6 racial bonus on the check.


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Respar tries not to make a sound when the brand burns into his tricep, but grunts and groans escape his lips. Even a curse word or two (If anyone speaks it, he curses in Celestial). But he does not issue threats.

Once the group is alone he turns away from the others and begins to whistle tunelessly for a few minutes. He seems to be ignoring the others in the cell. But he finally turns and looks at the fiery barbarian woman and the tiefling.

"Oh I assure I can be useful. But before I agree to help you with your pointless attempt to smash and kill your way out of here, leaving everyone behind in various states of dismemberment and death, let me offer you an alternative. It may not be as… satisfying to your bloodlust, but I think it might have a slightly better chance of achieving escape, which is my priority."

He lowers his voice and says, "Right now there are few enough guards out there we might be able to overpower them. But if we suddenly start tearing chains from walls and what have you, they'll call for reinforcements. However if we can just get one or two to come in, I can have us ready to totally take them by surprise, and possibly very quietly. You might prefer to put on a loud and violent show, but I prefer to work quietly."

He then raises his hands, freed from the manacles in his lap. "Now, what say you all?"

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