Seelie Court Fey Dryad* (CR 4)

Medium Fey
Alignment: Usually chaotic good
Initiative: +4 (Dex); Senses: Listen +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, masterwork longbow 1d8
Special Attacks/Actions: Spell-like abilities, vernal touch
Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Special Qualities: Aura of glory, iron vulnerability, sanctuary, SR 14, 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, Survival +9, and Ude Rope +4 (+6 with bindings)
Advancement: By character class
Climate/Terrain: Temperate Forest
Organization: Solitary or grove (4-7)
Treasure/Possessions: Standard

Source: Dragon #304
Dragon Compendium Vol. 1

Shy, intelligent, and resolute, seelie dryads are as elusive as they are alluring - they avoid physical combat and are rarely seen. If threatened, or in need of an ally, a seelie 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 - charm person (DC 13), command (DC 13), create food and water, disrupt undead (DC 12), enthrall (DC 14), prestidigitation, suggestion (DC 15), unseen servant. Caster level 6th. The save DCs are Wisdom-based.

Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself: full of life and promise. At will, as a standard action, the seelie fey can touch a creature with a vernal touch. This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures. For undead creatures, a seelie court fey's touch attack acts like a cleric's ability to turn undead as a cleric of two levels lower would. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.

Aura of Glory (Su): A seelie court fey radiates calm. She is immune to fear (magical or otherwise). Allies within 10 feet of her gain a morale bonus on saving throws against fear effects equal to the seelie court fey's Charisma bonus.

Damage Reduction: Wood and silver weapons have little effect against seelie court creatures, but cold iron weapons harm them as normal.

Iron Vulnerability (Ex): The mere touch of iron (including steel) deals 1 point of damage to the seelie court fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. The fey's DR protects it from this damage. Roll the damage as normal and apply DR, unless the weapon can defeat the fey's DR.

Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself. Unlike a normal casting of the spell, this ability affects only the seelie court fey. Caster level 4th; DC 15.

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.