Dryad (CR 3)
Alignment: Usually chaotic good
Initiative: +4 (Dex); Senses: Listen +9 and Spot +9
Languages: Common, Elven, and Sylvan
AC: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 4d6 (14 hp); DR: 5/cold iron
Fort +3, Ref +8, Will +6
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple +2
Attack: Dagger +6 melee or masterwork longbow +7 ranged
Full Attack: Dagger +6 melee or masterwork longbow +7 ranged
Damage: Dagger 1d4/19-20, masterwork longbow 1d8/x3
Special Attacks/Actions: Spell-like abilities
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Special Qualities: tree dependent, wild empathy
Feats: Great Fortitude; Weapon Finesse
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, and Use Rope +4 (+6 with bindings)
Advancement: By character class
Climate/Terrain: Temperate forest
Organization: Solitary or grove (4-7)
Shy, intelligent, and nonviolent, dryads are as elusive as they are alluring - they shun combat and are rarely seen unless they wish to be. If threatened, a dryad uses charm person, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, will provoke the dryad into a frenzied defense.
Spell-like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.
Symbiosis (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.