Elder Dryad

Elder Dryad
Level 11 (+5)
{{{Quote}}}
{{{Description}}}
Awareness
21
Senses
Low-light Vision
Initiative
24/1d8
Max HP
344
Resilience: +3
Healing Value: 68
Morale
5
Defenses
AC
21/21
Touch
21
Fort
18
Reflex
22
Will
22
Resistances: DR Weapon (10/Cold Iron)
Vulnerabilities:
Attributes / Saving Throws
STR
11 / 16
DEX
22 / 27
CON
12 / 17
INT
13 / 17
WIS
20 / 24
CHA
23 / 27
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 50ft / 3
At-Will
+13P vs AC (Crit 7%/4)
Longbow
1d8+9 damage (ArN 2)
REC 7, Range 250 ft
+11 vs AC (Crit 2%/4)
Dagger
1d4+6 damage (ArN 0)
REC 5, Reach 5ft
1d4 Bludgeoning damage
Grapple +9
Special Actions
Elder Dryad Techniques
On each turn, roll 1d8 to determine the actions available to the Elder Dryad.

Any result:
Basic Attack: Make a Melee or Ranged Basic attack. (Basic)

3 or more, choose one of the following:
Lightning Spark [FT 4, REC 4]P: Target one creature within 100ft, +12 vs Reflex. On a hit, the target suffers 5d8+6 Lightning damage. (Basic, Pot 1d4+5, MR)
Wind Gust [FT 3, REC 7]P: Target's all creatures in 60ft long, 10ft wide line, +12 vs Fortitude. On a hit, the target suffers 3d6 Bludgeoning damage and is Pushed [1d6 x 5]ft. (Basic, Pot 1d4+5, MR)

5 or more, choose one of the following:
Grasping Vines [FT 5, REC 5]P: Creates a 40ft diameter area of grasping vines within 100ft that persists for 1d4 rounds. Make an attack on each creature within the area once per round, +12 vs Fortitude. On a hit, the target suffers 2d6+6 Bludgeoning damage and is Restrained [SE, ST 4d10 vs STR]. (Advanced, Pot 1d8+5, MR)
Sleep [FT 6, REC 2]P: Targets all creatures in 20ft diameter area within 100ft, +12 vs Will. On a hit, the target falls Asleep. (Advanced, Pot 1d8+5, MR)

7 or more:
Rejuvenating Flames [FT 6, REC 5]P: Targets creatures the Dryad chooses within 40ft diameter area within 500ft, +12 vs Reflex. On a hit, targets suffer 5d6+25 Fire damage. Additionally, once per combat, all allies of the Dryad within the area regain hitpoints equal to their healing value. (Advanced, Pot 1d8+5, MR)
+6 vs Will
Call of the Forest [AP1}  • Basic
Area 50
The Dryad summons forth the will of her domain. Make an attack against all creatures within 50 feet of the Dryad. On a hit, all Hostile creatures become complacent, and no longer wish to fight [SE 4d10 vs Will]
Special: Note: Move to Elder Dryad
Fae Magic
The Dryad may use each of the following abilities a limited number of times.
Tree Stride [REC 3, Limit 1/phase]: The Dryad may move into the trunk of one tree and exit from the trunk of another tree within 500ft. This is a teleportation effect. (Basic)
Charm [REC 6, Limit 1/phase]P: Target one creature within 30ft, +5 vs Will. On a hit, the creature becomes entranced by the Dryads magic, becoming Charmed. If the target is not hostile to the Dryad, this effect lasts for 1d4 phases. If the target is hostile, the effect lasts for 1d4 rounds. (Basic)
Suggestion [REC 6, Limit 1/day]P: Target one creature within 30ft, +5 vs Will. On a hit, the Dryad may make a powerful suggestion for a creature to follow. The suggestion must be conveyed in two sentences or less, and cannot bring direct harm to the target or its allies (such as jump off a cliff or attack your companions). Hostile targets may make a Saving Throw [4d10 vs WIS] once per round to attempt to shake off the effects. Non-hostile creatures follow the suggestion until the task is completed or one hour has past (whichever comes first). (Basic)
Overland Movement
30 mi/day
Qualities
  • Tree Bound: The Life Force of the Dryad is bound to that of an Oak Tree, which also serves as their home. If the tree is harmed, the Dryad feels the pain physically. If their tree is destroyed, the Dryad dies. If the Dryad is forced away from her tree for an extended period of time (more than 500ft for more than 1d4 days), the Dryad becomes sick and dies, the tree slowly withering after her.
  • Camouflage: In its natural forest environment, the Dryad gains a +5 bonus to Stealth checks. (inc)
  • Bark Skin: The Dryad's skin is tough as bark, giving it Damage Reduction (5) to weapon damage, which is overcome by Cold Iron.
  • Dryad Heartiness: The Dryad gains a +1 racial bonus to Fortitude and Reflex. (inc)
  • Natural Armor: AC +2/+4 (inc)
Skills: Rank 2 Balance [+7], Rank 3 Climb [+6], Rank 3 Escape [+10], Rank 1 Riding [+7], Rank 5 Stealth [+19], Rank 4 Swim [+8], Rank 3 Listen [+9], Rank 5 Spot [+13], Rank 5 Animal Care [+15], Rank 5 Herbalism [+13], Rank 2 Orienteering [+7], Rank 3 Survival [+8], Rank 6 Knowledge (Nature) [+15], Rank 4 Charm [+12], Rank 1 Manipulation [+6], Rank 6 Persuasion [+15], Rank 2 Bravery [+7], Rank 5 Intuition [+13], Rank 2 Tolerance [+9], Rank 2 Suspicion [+7]
Feats: Great Morale, Fast Initiative, Improved Speed, Physical Fortification
Philosophies: Rank 4 Mental, Rank 2 Physical, Rank 5 Fey
Combat Training: Cast 4, Melee 1, Ranged 2, Parry 3, Fort 2, Reflex 3, Will 4
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Slyvan, Common, Elven
Composure: 28
Charm
+12
Coercion
0
Deception
+4
Manipulation
+6
Persuasion
+15
Aloofness
+4
Bravery
+7
Intuition
+13
Tolerance
+9
Suspicion
+7
Prejudices:
    Motives: Protect Forest