Elmborn Dryad[spoiler]
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Elmborn DryadMedium Fey
HD 4d6 HD (16 HP)
Speed 30 ft. (6 squares)
Init: +4
AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
BAB +2;
Grp +2
AttackFull-AttackSpace 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Strength of the Roots
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
Feats Great Fortitude, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Elmborn Dryads appear exactly as normal dryads do. Her delicate features are those of an elf, her flesh like a bark, or fine wood, and her hair is like a canopy of leaves, that changes color with the seasons.
Dryads speak Common and Sylvan.
CombatThe Elmborn Dryad is proficient with Daggers and Longbows.
Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Strength of the Roots (Ex): While the Elmborn Dryad is on solid ground, they gain a bonus to all opposed Strength or Dexterity checks for Trip, Grapple, Bull rush, or Disarm equal to their Charisma modifier, and gain a bonus to balance checks equal to their Charisma modifier. [/spoiler]
Birchborn Dryad[spoiler]
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Birchborn DryadMedium Fey
HD 4d6+12 (26 hp)
Speed 30 ft. (6 squares)
Init: +8
AC 16; touch 12; flat-footed 14 (10+2[Dex]+4[Nat])
BAB +2;
Grp +3
AttackFull-AttackSpace 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Birchburn
Saves Fort +3 Ref +6 Will +5
Abilities Str 12, Dex 15, Con 17, Int 14, Wis 13, Cha 15
Skills Escape Artist +9, Handle Animal +9, Bluff +9, Knowledge (nature) +11,
Listen +8, Concentrate +10, Ride +4, Spot +8, Survival +8, Use Rope +4
Feats Improved Initiative, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Birchborn Dryads look almost exactly like Elmborn Dryads, except that their skin is a bright, pure white, and flaking. Their eyes are usually black or brown.
Birchborn Dryads speak Common and Sylvan.
CombatThe Birchborn Dryad is proficient with Handaxes and Longbows
Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Light, Burning Hands (DC 13);Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Searing Light. Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Birchburn: The Birchborn Dryad deals 50% more damage with any fire spells or spell-like abilities they use, but also take 50% more fire damage from all sources. [/spoiler]
Ashborn Bryad[spoiler]
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Ashborn DryadMedium Fey
HD 4d6+4 (18 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 15; touch 13; flat-footed 12 (10+3[Dex]+2[Nat])
BAB +2;
Grp +2
AttackFull-AttackSpace 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Born of Ash
Saves Fort +4 Ref +7 Will +6
Abilities Str 10, Dex 17, Con 13, Int 18, Wis 15, Cha 14
Skills Escape Artist +9, Handle Animal +9, Hide +10, Knowledge (nature) +13,
Listen +9, Move Silently +10, Ride +6, Spot +9, Survival +9, Use Rope +4, Bluff +9, Diplomacy +9, Tumble +10, Balance +10.
Feats Great Fortitude, Weapon Finesse
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Ashborn Dryads look exactly like Elmborn Dryads, but their limbs are knobbly and crooked, and their skin is more of a light brown. Their eyes tend to be more brown or gray.
Ashborn Dryads speak Common and Sylvan.
CombatThe Ashborn Dryad is proficient with Rapiers and Longbows.
Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Darkness;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Born of Ash: The Ashborn Dryad gains a bonus to attack and damage rolls when in magical or nonmagical darkness equal to their Intelligence modifier. [/spoiler]
Oakborn Dryad[spoiler]
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Oakborn DryadMedium Fey
HD 4d6+12 (26 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 16; touch 11; flat-footed 15 (10+1[Dex]+5[Nat])
BAB +2;
Grp +6
Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
Full-Attack Greatclub +6 melee (1d10+6, x2) or Sling +2 (1d4+4, x2)
Space 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 7/Cold Iron, Tree Dependency, Wild Empathy
Saves Fort +2 Ref +5 Will +8
Abilities Str 18, Dex 13, Con 15, Int 10, Wis 18, Cha 14
Skills Escape Artist +8, Hide +8, Jump +11, Knowledge (nature) +9,
Listen +11, Move Silently +11 Spot +11, Survival +11
Feats Improved Initiative, Improved Toughness
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Oakborn Dryads look like Elmborn Dryads, but their skin is usually a dark brown, and the leaves that function as hair are shaped like those of an oak tree. Their eyes are usually blue or green.
Oakborn Dryads speak Common and Sylvan.
CombatThe Oakborn Dryad is proficient with Greatclubs and Slings.
Spell-like abilities:Cure Light Wounds, Goodberry, Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride, Barkskin;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Oaken Kindness: Whenever the Oakborn Dryad heals another target with a spell or spell-like ability, he may heal himself for an amount of damage equal to his Wisdom modifier. [/spoiler]
Pineborn Dryad[spoiler]
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Pineborn DryadMedium Fey
HD 4d6 (16 hp)
Speed 30 ft. (6 squares)
Init: +4
AC 17; touch 14; flat-footed 13 (10+4[Dex]+3[Nat])
BAB +2;
Grp +4
AttackFull-AttackSpace 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 5/Cold Iron, Tree Dependency, Wild Empathy, Needles
Saves Fort +0 Ref +8 Will +8
Abilities Str 14, Dex 19, Con 11, Int 14, Wis 19, Cha 10
Skills Escape Artist +11, Handle Animal +7, Hide +11, Knowledge (nature) +11,
Listen +11, Move Silently +11, Ride +6, Spot +11, Survival +11, Use Rope +4
Feats Point Blank Shot, Run
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Pineborn Dryads look like Elmborn Dryads, but their skin is dotted with little tufts of needles, like those of the pine tree. Their skin is usually a bit more craggy than other kinds of dryads, and they periodically grow pinecones.
Pineborn Dryads speak Common and Sylvan.
CombatThe Pineborn Dryad is proficient with Longspears and Shortbows.
Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape;Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15). Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Needles (Ex): Pineborns constantly have needles sticking out of their skin, and falling out. Each is incredibly sharp, and when used as arrows, she gains a +2 bonus to attack rolls with the needle, and each attack made by a ranged weapon with a needle deals an additional +1d6 damage. [/spoiler]
Willowborn Dryad[spoiler]
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Willowborn DryadMedium Fey
HD 4d6 (16 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 14; touch 12; flat-footed 12 (10+2[Dex]+2[Nat])
BAB +2;
Grp +5
AttackFull-AttackSpace 5 ft.;
Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Damage Reduction 3/Cold Iron, Tree Dependency, Wild Empathy, Grandmother Willow
Saves Fort +3 Ref +6 Will +7
Abilities Str 16, Dex 14, Con 10, Int 18, Wis 17, Cha 16
Skills Escape Artist +9, Handle Animal +10, Hide +10, Knowledge (nature) +13,
Listen +10, Move Silently +10, Ride +6, Spot +10, Survival +10, Use Rope +4, Bluff +10, Diplomacy +10, Tumble +10, Balance +10.
Feats Great Fortitude,
Environment Temperate Forests
Organization Solitary
Challenge Rating 3
Treasure Standard
Alignment Always True Neutral
Willowborn Dryads look exactly like Elmborn Dryads, but they tend to be thinner and lither, and the leaves that form their hair are long, like the thin branches of a willow tree. They are also exceptionally beautiful.
Willowborn Dryads speak Sylvan and Common.
CombatThe Willowborn Dryad is proficient with Quarterstaffs and Longbows.
Spell-like abilities:Entangle (DC 13), Speak With Plants, Tree Shape, Calm Animals, Speak With Animals, ;Animal Messenger, Charm Person (DC 13), Deep Slumber (DC 15), Tree Stride;Suggestion (DC 15), Deeper Darkness. Caster level 6th. The save DCs are wisdom based.
Tree Dependency (Su):Wild Empathy (Ex)Grandmother Willow (Ex):AhmaeadCranniad [spoiler]
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A Cranniad in the Form of Ten Thousand Branches.[/spoiler]
CranniadLarge Fey
HD 13d6+52 (98 HP)
Speed 30 ft. (6 squares)
Init: +3
AC 24; touch 8; flat-footed 25 (-1 Dex, +16 Nat, -1)
BAB +6;
Grp +15
Attack Shillelagh Greatclub +12 melee (4d8+8)
Full-Attack Shillelagh Greatclub +12/+6 melee (4d8+8)
Space 10 ft.;
Reach 10 ft.
Special Attacks Spell-like abilities, Leaf Swirl, Awaken the Brethren, Step Through the Trees
Special Qualities Damage Reduction 13/Cold Iron and Chaos or Law; Wild Awe, Form of Ten Thousand Branches, Sprouting Step
Saves Fort +11 Ref +10 Will +13
Abilities Str 20, Dex 8, Con 18, Int 14, Wis 20, Cha 14
Skills Survival +21, Spot +21, Listen +21, Concentration +20, Knowledge (Geography) +18, Knowledge (Nature) +18, Hide +14, Move Silently +14.
Feats Improved Initiative, Weapon Focus, Great Fortitude, Lightning Reflexes, Power Attack
Environment Forests
OrganizationChallenge Rating 12
Treasure Standard
Alignment Always True Neutral
Cranniads are the greater Fae of trees, the elder brothers to the Dryads. They appear as nine foot tall humanoids, with green hair, brownish skin, and forest green eyes. Their ears are pointed, and their teeth are sharpened, so that they look like needles. The Cranniad usually hide from any who try to find them. They actually take pleasure in the idea of being chased, although any endeavor usually ends unfortunately for the one chasing the Cranniad. The Cranniad spend most of their time asleep in the forests where they live, letting the lesser Dryads protect the trees. Only when an especially powerful foe appears will the Cranniad protect the forest.
Cranniads speak Sylvan.
CombatCranniads are proficient with Greatclubs.
Spell-like abilities:Shillelagh, Know Direction, Tree Shape, Warp Wood, Wood Shape, Neutralize Posion, Resist Energy, Speak with Plants;Tree Stride, Wall of Thorns, Poison;Ironwood, Transmute Metal to Wood. Caster level 15th. The save DCs are Wisdom based.
Wild Awe (Ex): The Ahmaead has an aura of Awe that affects all animals within 30 feet depending on their Hit Dice.
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Hit Dice | Effect |
1-3 | Ignores the Ahmaead |
4-7 | Panicked |
8-11 | Frightened |
12-15 | Shaken |
16+ | Nothing |
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Creatures affected by this ability are allowed a Will save (DC 21) to ignore the effects. This save is Wisdom based
Leaf Swirl (Su): As a standard action, the Cranniad may shoot a blast of leaves and branches at a target, hardened and sharpened into weaponlike projectiles. He may make a ranged touch attack against a target within 30 feet. If he hits, he deals 6d6 damage to the target. After using this ability, he must wait 1d4 rounds before using it again.
Awaken the Brethren (Su): As a full round action, the Cranniad may awaken a tree within 30 feet of himself. This functions as the Treant ability
Awaken Trees. A Cranniad may only control one treant at a time.
Step Through the Trees (Su): As a standard action, the Cranniad may step into a tree within 5 feet of himself. If he does, he may teleport to any tree within 300 feet. After using this ability, the Cranniad must wait 1d4+2 rounds before using it again. He may activate the ability as a swift action, but the wait time increases by two rounds.
Form of Ten Thousand Branches (Ex): As a swift action, the Cranniad may enter the form of Ten Thousand Branches. He grows three torsos, complete with heads, arms and features, his skin hardens and becomes bark. His movement speed is reduced to 0. He gains an additional number of Attacks of Opportunity per round equal to his Wisdom modifier. He gains a bonus to his natural armor equal to his Wisdom modifier. He gains Fast Healing equal to twice his Wisdom modifier. For the duration, the Cranniad takes 50% more fire damage. This effect lasts until he cancels it, as a free action.
Sprouting Step (Su): Whenever the Cranniad moves 10 feet (not necessarily in one straight line), a tree sprouts up in the last place the Cranniad stepped. If he moves ten feet and continues moving, a new tree sprouts up in the square that the Cranniad steps in next after ten feet after continuing their movement. For instance, a Cranniad moves 30 feet in one straight line. He plants a tree in the first ten feet, another in the next ten, and a third in the square before he finishes his movement. It does not take a move to make these trees grow. The Cranniad may choose not to have this ability take effect. The trees created by this effect are around four feet tall, and grow incredibly quickly, taking but moments to grow those feet. They occupy the area they reside in. The Cranniad may ignore any trees when moving or attacking.[/spoiler]