Dryad

From The Authentic D&D Wiki
Jump to navigationJump to search
Dryad
Species faerie
No. Appearing 1–6
Behaviour community
Range woodland
Size 5 ft. tall
Weight 115 lbs.
Intelligence 14
Armour Class 9
Hit Dice 2
Action Points 6
Max. Stride 8
THAC0 20
Hp/Die d6
Attack Forms dagger
Damage 1–4
Special Attacks anti-magic detection, charm,
dimension door, magic resistance

Dryads have been mythologised and known for thousands of years, especially in Hellenic Greece. According to myth, dryads are associated with the god Dionysius, the god of wine, ecstasy and the wild. Dryads are born from the trees themselves as nymphs or spirits, who remain closely linked ot the life and well-being of the oak trees that birthed them, and which they inhabit. If a tree is harmed or destroyed, it's believed that the corresponding dryad may suffer or even die. All dryads are female in form.

Dryad.jpg

Behaviour

A dryad never strays more than 360 yards from her birth tree, which they always seek to protect from persons who enter the forest. Due to their extraordinary beauty — they have a charisma of 16 or greater — its possible for a dryad to beguile those who come within the dryad's small vicinity. Yet they are shy and non-aggressive, and wish to hurt no one.

They prefer to simply meld into their tree and let passersby think the tree is no different than hundreds of others nearby. Still, now and then a woodcutter chooses the dryad's tree to cut down — and is thereafter never heard from again.

Knowledge

Dryads are born some 30 to 40 years after the birth of the oak tree, and through their intervention will keep the tree alive for as much as a thousand years. Though a dryad spends much of her time alone, she's able to recognise when some wise creature or being is nearby, who can be approached and spoken with sagaciously. This allows the outsider to learn some of the dryad's wisdom, while she learns from theirs. Many great intellectuals throughout history, particularly those responsible for the creation of magical spells and items, have spent time in a forest speaking one-on-one with a dryad. Such persons have nothing to fear, as she has no reason to bewitch them.

Advantages

Charm. The dryad's very powerful charm ability can be used three times per day, though each charming can only be effected against one individual. The first charm can be cast while the druid is hidden inside a tree; her voice, however, can be heard in the head of the charmed person, so he or she will know what's happening at once. A saving throw is permitted, and will relieve the subject from the dwoemer ... but this won't provide immunity against the dryad attempting the charm again. Commonly, then, wise persons hastily depart, knowing they've encountered a dangerously magical being.

The dryad must reveal herself if she wishes to attempt to charm the same person a second time. She does this only in cases of great need. She will be seen emerging from a tree some 25-30 yards distant — the range of her charm — whereupon, the defending creature will again hear her voice in his head. This charm is stronger, so that the save is accomplished this second time with a penalty of -2. If this save is also successful, the dryad should only attempt the charm a third time if she is truly desperate. She knows that there are magical spells that exist that can identify her home tree, and will consider the possibility of this person succeeding in doing so.
A successful charm causes the recipient to seek out a place within the dryad's vicinity where there is deep, thick grass — and there go to sleep. The dryad will probe the recipient's mind and if she determines that there's no threat, she allows the sleeper to awake and go on their way, having forgotten there was a dryad at all. But if the recipient is full of malevolence and evil, then he or she will be allowed to sleep until they die where they lie, their body needful of water, within three days.


See Bestiary