Seelie Court Fey Dryad Druid* (CR 13)
Alignment: Neutral good
Initiative: +6 (+2 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +6, and Spot +6
Languages: Common, Elven, and Sylvan
AC: 17 (+2 Dex, +2 glamered studded leather), touch 12, flat-footed 15
Hit Dice: 2d6 (fey) plus 11d8 (druid) (56 hp); DR: 20/magic and cold iron
Fort +7, Ref +8, Will +15
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +9
Attack: +2 sickle +11/+6 melee; or +1 shock sling +12/+7 ranged
Full Attack: +2 sickle +11/+6 melee; or +1 shock sling +12/+7 ranged
Damage: +2 sickle 1d6+2; or +1 shock sling 1d4+1 plus +1d6 electricity
Special Attacks/Actions: Spell-like abilities, vernal touch
Abilities: Str 10, Dex 15, Con 11, Int 14, Wis 17, Cha 18
Special Qualities: Animal companion, aura of glory, iron vulnerability, nature sense, resist natures lure, SR 23, symbiosis, trackless step, venom immunity, wild empathy, wild shape, woodland stride
Feats: Alertness; Dodge; Improved Initiative; Iron Will; Leadership; Mobility; Track
Skills: Bluff +8, Concentration +11, Craft (origami) +6, Diplomacy +24, Escape Artist +7, Hide +17, Knowledge (nature) +17, Listen +6, Move Silently +7, Sense Motive +8, Spellcraft +13, Spot +6, and Survival +16
Advancement: 3-4 HD (Medium-size) or by character class
Climate/Terrain: Any land and underground
Organization: Solitary or grove (4-7)
A powerful protector of the forest and lesser fey, the dryad does not hesitate to use her spells and abilities against those who intrude into her forest realm.
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.
In addition, this seelie court fey can use the following spell-like abilities 1/day - charm monster, charm person, command, create food and water, disrupt undead, emotion, enthrall, major creation*, mass suggestion, minor creation*, Mordenkainen's magnificent mansion, prestidigitation, suggestion, unseen servant. Caster level 13, save DC 14 + spell level.
*Items created by seelie court fey using these spell-like abilities vanish if touched by iron or steel.
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 with a cleric level equal to the seelie court fey's total Hit Dice -2. Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.
Animal Companion: The druid may have one or more animal companions. This animal is one that the druid has befriended with the spell animal friendship. The total Hit Dice of all animal companions at a time may not exceed 11 HD because she's an active traveler.
Dire Lion (1): hp 60; Dire Lion.
Eagles (3): hp 5; Eagle.
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 +4 morale bonus on saving throws against fear.
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. Seelie court fey with more than 6 Hit Dice gain damage reduction, which protects them from most of this vulnerability. When a seelie court fey of 6 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction.
Low-Light Vision: The creature can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.
Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous.
Resist Nature's Lure: A druid gains a +4 bonus to saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).
Sanctuary (Su): Once per day, this seelie court fey can cast sanctuary on herself only but otherwise as the spell. Caster level 13 DC 15.
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.
Trackless Step: A druid leaves no trail in natural surroundings and cannot be tracked.
Venom Immunity: The druid gains immunity to all organic poisons, including monster poisons, but not mineral poisons or poison gas.
Wild Shape (Sp): The druid can change into a Tiny, Small, Medium-size, or Large animal and back again 4 times per day as per the polymorph spell. Unlike the standard use of the spell, however, the druid may adopt only one form. The druid regains hit points as if she has rested for a day. She does not risk the standard penalty for being disoriented while in her wild shape. She gains all the creature's special abilities when she does so.
Woodland Stride: The druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.
Druid Spells Prepared: (6/6/5/5/3/2/i; base DC = 13 + spell level): 0 - create water, cure minor wounds, detect magic, detect poison, know direction, read magic; 1st - calm animals, cure light wounds, goodberry, magic fang, pass without trace, summon nature's ally I; 2nd - charm person or animal, flaming sphere, heat metal, resist elements, tree shape; 3rd - cure moderate wounds, plant growth, protection from elements, spike growth, summon nature's ally III 4th - dispel magic, freedom of movement, summon nature's ally IV; 5th - commune with nature, death ward; 6th - liveoak.
Equipment: +2 glamered studded leather armor, +2 sickle, +1 shock sling, bracelet of friends (keyed to her cohort, Bramble, a seelie court fey crystalline cat, and other seelie court fey allies), cloak of elvenkind, Quaal's feather token (tree), potions of bull's strength, cat's grace.