A strange woman like humanoid figure stands before you, with skin like the bark of a pine tree, hair like leaves and thorns of roses. Her eyes are empty, black, yet hold a hunger and depravity you can barely fathom, as her sharpened teeth grin. Where she walks, vines and brush writhe and rattle. She is featureless yet for for her shape, those eyes and that mouth, and she seems almost as if emaciated, as if malnourished. | |
Perception | 1d20+11 |
Languages | Sylvan, Valarian (Common), Draconic or Void-tongue |
Skills | Acrobatics: 1d20+9 , Bribery: 1d20+8 , Intuition: 1d20+11 , Intimidate: 1d20+8 , Lore (Occult): 1d20+8 , Navigation (Terrestrial): 1d20+7 , Persuade: 1d20+8 , Spell-Weaving (Gluttony): 1d20+11 , Stealth: 1d20+9 , Survival: 1d20+7 |
STR +0 , DEX +3 , CON +3 , INT +2 , WIS +5 , CHA +2 | |
AC | 23 |
Saving Throws | Fort 1d20+7 , Ref 1d20+9 , Will 1d20+11 , Power Save (Strength): 1d20 , Logic Save (Intelligence): 1d20+6 , Ego Save (Charisma): 1d20+10 |
HP | 47 3d8+2d12+18 - Immunities Dryaeds, though corrupted by the Void, are entities born of Emerald, Amethyst and Diamond manna as much as they are any parent. They are immune to Poison, Necrotic and Radiant damage, in fact being healed by any effect attempting to deal Radiant damage to them. They are also immune to the Toxic condition. - Weaknesses Weakness (5) Fire and Cold |
Speed | 40 feet |
Melee | Melee, Attack: 1d20+8 to hit. 1d8 piercing damage, 1d4 poison damage and 1d4 necrotic damage. Melee, Claw: This weapon has Agile and Finesse Traits. 1d20+11 to hit. 1d6+3 slashing damage and 1d4 poison and 1d4 necrotic damage. |
Special Abilities | Tough Skin (6): As if blessed by the soil, stone and tree of the forest, dryad's skin is tough as they come. They have a +6 Natural Armor Boost to their Armor Class.
Faei Blood: Of the ancient fallen kindred, once known as the Courts of the Faei, Dryaeds are of a lesser sort amongst them, but this does not mean they are without understanding or reason. Despite their violent disposition and near unfathomable hunger, like any Faellen Kindred, they seek less to first slaughter any one individual they meet. Instead make deals towards such ends on a larger scale, making allies and spreading the corruption of the Void into those societies and races that attempt to be beyond the reach of such things. Like all Faellen Kindred, they count as Expert in the Bribery, Intimidation and Persuade skills.
Gluttony Magicks: Dryaeds unlike their cousins Nymphs and Redcaps actually are 'blessed' by their foul god Gulagor to wield a bit of his dark power in the form of their own arcane magick. For this they use the skill Spell-Weaving (Gluttony) a foul and forbidden art to most, and all but unrecognizable to any but magisters used to hunting the most foul of apostates or perhaps shamans similarly treating with the darkest of arts. However they gain access to unique dark magicks of Gulagor, corrupted and twisted shadows of magicks that were once the truest of primal forces and weaves within the world. They may call upon these as spells, and a list will be provided for the spells most commonly utilized by a dryaed on this statblock. Like all such fell magicks, whenever they attempt to roll Spell-Weaving to cast, even if successful, they suffer a Minor Miscast. This is still arcane magick and these spells can be countered by Counter-Weave and other similar effects a character may possess. Dryaeds are rather low totem pole Faellen Kindred and can only access Tier 1 powers. The Dryaed's Spell DC is 22
Command Predator: Costs 2 Gluttony Points. A Dryaed can attempt to exert her will on any non-humanoid/sapient predator within thirty feet by simply invoking a feeling of extreme, violent, and utterly desperate hunger. Since Dryaeds look so emaciated that they look to have no meat left on their bones, such a creature will not assault them. The creature may attempt an Ego Save against DC 22. Critical failure sees the creature take 4d6 nercrotic damage and simply turn on anyone and any living thing within range. A failure sees it suffer from Confused (3) and take 2d6 necrotic damage. A success sees it take half damage and only suffer Confused (1). A critical success sees nothing happen, as it resists the compulsion and demands of the Dryaed's presence.
Wasting Aura: So long as a Dryaed has 1 point of Gluttony in its Gluttony Pool, the creature has a 15 foot aura of flies and the smell of rotting flesh and plant matter fills the air around it. Any creature that ends its turn within this aura must attempt a Fortitude Save (DC 22). If failed they become Sickened (1) and take 2d6 necrotic damage. Critical Failure sees them become Sickened (2) and take double damage. Success sees no conditions and half damage. Critical success sees no ill effects and 24 hour immunity.
Toxic Snare: Costs 1 Gluttony. A Dryad can alter the plant matter within 30 feet of it in one 5 foot space, the plants suddenly sprouting vicious spines dripping with toxins and lashing themselves at any creature which occupies that space. A creature in an area so targeted must attempt a DC 22 Reflex Save. If they critically fail, they become Immobilized, gain the Toxic (1) condition and take 2d6 poison damage and 2d6 piercing damage. If failed, they become Ensnared as if by Entangle and take 1d6 Poison damage, 1d6 Slashing damage and gain Toxic (1). If successful, they must reposition 5 feet in a chosen direction and they avoid the toxic plants getting a grip on them entirely, though do take half damage from the lashing thorny vines. If they critically succeed they must reposition 5 feet in a chosen direction and they are entirely unaffected.
Feast for Manna: Costs 1 Gluttony Point. A Dryaed can also offer itself up for power, taking 1d6 damage, and gain an equal amount of manna. This is unstable power however and will only last but two rounds before it is lost to the Aether if the Dryaed does not weave a spell.
Natural Camouflage: Dryaeds blend right in amidst the forests and thick woodlands or fens they are found within. They have a +4 to Stealth in such locations.
Legendary (1):Dryaed's, as with most Faellen Kindred, are legendary. They naturally fall into that first tier, the consistent myths and legends, with a rarity to them, and inherently do seem to garner the benefits of this. They are storied entities and that story does seem to feed them some sort of power. In the case of the Dryaeds, though you may change these out, the base idea is they have the following three benefits; One Tough Specimen: They have an extra 2d12 wounds (accounted for in this reference sheet already) Dinner Table Deal-Maker: A Dryaed has +6 to any Charisma based skill check it makes on any target whom has (knowingly or unknowingly) provided it sustenance, as long as it did so willingly. It doesn't matter if the creature knew what the Dryaed was, so long as the sustenance was freely given. This also applies to any creature ever that is has fed on or is feeding on. Legendary Presence: The Dryaed's sheer presence, reputation and impact upon those around it reduces their ability to think clearly and perform at their best. Any creature that starts its turn within 5 feet of a Dryaed is at a -2 to all d20 rolls. This aura, this presence is broken once the Dryaed takes 25 points of damage, and does not recover until it has taken a Rest (Long Rest for you 5e players, having rested and gone through daily preparations for you Pathfinder 2e players) |
Spells | Feasting Thorn (Tier I)Rejuvenating Feast (Tier I)Gulagor's Gift (Tier I) |
Advancement/Alteration Options |