Dryad (CR 3)

Medium Fey
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: 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: 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)
Treasure/Possessions: Standard

Source: Monster Manual

Dryads are exquisitely beautiful tree sprites found deep in secluded woodlands. They sometimes aid adventurers and can prove a source of useful information.

These creatures remain something of a mystery even to other woodland beings. Tales tell of dryads who took a fancy to handsome elf or human men, charmed them, and held them captive. But since dryads rarely associate with any outside their own kind, these stories may be purely anecdotal.

A dryad's delicate features are much like an elf maiden's, with eyes always a striking color such as amber, violet, or emerald green. Complexion and hair color change with the seasons. During the spring and summer, the skin of a dryad is lightly tanned and the hair is green as oak leaves. In the fall, the hair turns golden or red, and the skin darkens to match. Finally, in the winter, both are white.

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

Dryads speak Common, Elven, and Sylvan.

Combat

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 test. 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.