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|Hit Dice:||2d6 (7 hp)|
|Initiative:||+6 (+2 Dex, +4 Improved Initiative)|
|AC:||12 (+2 Dex)|
|Attacks:||Dagger +1 melee|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Spell-like abilities|
|Saves:||Fort +0, Ref +5, Will +5|
|Abilities:||Str 10, Dex 15, Con 11, Int 14, Wis 15, Cha 18|
|Skills:||Animal Empathy +9, Craft (any one) or Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7|
|Feats:||Alertness, Dodge, Improved Initiative|
|Climate/Terrain:||Temperate and warm forest|
|Organization:||Solitary or grove (4-7)|
|Alignment:||Always chaotic good|
|Advancement:||3-4 HD (Medium-size)|
Dryads speak Common, Elven, and Sylvan.
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.
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