Hamadryad

Medium fey (mythic), chaotic good

Armor Class 17 (natural armor; see fury of nature)
Hit Points 598 (52d8 + 364)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 25 (+7) 25 (+7) 18 (+4) 19 (+4) 24 (+7)

Skills Insight +20, Medicine +12, Nature +12, Perception +12, Persuasion +23, Stealth +15
Damage Resistances acid, cold, and lightning
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks not made with cold iron weapons
Condition Immunities blinded, deafened, exhaustion, poisoned
Senses darkvision 60 ft., greensight 120 ft., passive Perception
Languages Common, Druidic, Elven, Sylvan
Challenge 25 (75,000 XP)

SPECIAL TRAITS

  • Attuned to Forest. While a hamadryad is within her forest, she receives constant information about the goings on within it. She cannot be flanked or surprised while within her forest.
  • Bubble of Protection. As a bonus action, a hamadryad can extend her damage resistances and immunities to up to 7 creatures within 30 feet of her until she dismisses the effect or is reduced to 0 hit points.
  • Fury of Nature. The hamadryad appears to be an unarmed and unarmored elven female, however, when angered her skin becomes as hard as wood (+4 to AC) and her arms turn into razor sharp spear like appendages. She gains the multiattack, antithesis of metal and seed barrage combat options. Metal is also repelled by her combat form and attacks with metal weapons against her are at disadvantage.
  • Greensight. The hamadryad can see through plant matter of any kind that provides up to ¾ cover to a range of 60 feet. Creatures do not benefit from ¾ cover or less from the hamadryad’s attacks and do not benefit from any kind of concealment or stealth effect short of invisibility in forest (or jungle) terrain.
  • Innate Spellcasting. The hamadryad’s innate spellcasting ability is Charisma (spell save DC 23, +15 on spell attack). The hamadryad can innately cast the following spells, requiring no material components.
  • Legendary Surge (3/Day). Anytime the hamadryad rolls a 1d20 it may choose to add 1d12 to the roll including after the roll is made. She must accept the modified roll and she can only use this ability once per roll (though she can use it multiple times per round).
  • Magic Resistance. The hamadryad has advantage on saving throws against spells and other magical effects.
  • Nature’s Mantle of Protection. Beasts and plants take no actions to harm or impede a hamadryad. If the hamadryad attacks a creature she normally receives protection from, she loses this protection from that creature, and any others of the same species within line of sight, if she attacks it. Peacemaker. A hamadryad has double proficiency bonus in Wisdom (Insight) and Charisma (Persuasion) skills.
  • Speak with Beasts and Plants. The hamadryad can communicate with beasts and plants as if they shared a language.
  • Spellcasting. The hamadryad is an 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). She has the following druid spells prepared.
  • Tree Stride. Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

ACTIONS

  • Multiattack. The hamadryade makes three attacks which can be a combination of antithesis of metal and seed barrage.
  • Antithesis of Metal. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. In addition, armor worn by the target is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
  • Seed Barrage. Ranged Weapon Attack: +2 to hit, reach 80/320 ft., one target. Hit: 2 (1d6) piercing damage. Targets hit by the shards also become entangled by plants that sprout from the ground and are immobilized on a failed DC 23 Dexterity saving throw.
  • Fey Charm. The hamadryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the hamadryad, it must succeed on a DC 23 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the hamadryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the hamadryad’s Fey Charm for the next 24 hours. The hamadryad can have no more than one humanoid and up to three beasts charmed at a time.

LEGENDARY ACTIONS

The hamadryad can take 3 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hamadryad regains spent legendary actions at the start of her turn.

  • Cast a Spell. The hamadryad casts a spell.
  • Infectious Charm. The hamadryad casts a spell from the enchantment school she knows and it effects double the number of creatures.
  • Legendary Initiative (1/Day, Costs 3 Actions). The hamadryad can take a second action from her list of available options.

LAIR

On initiative count 20 (losing initiative ties), the hamadryad takes a lair action to cause one of the following effects; the hamadryad can’t use the same effect two rounds in a row.

  • The hamadryad chooses a point she can see within her lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 22 Dexterity saving throw or become restrained by the vines and take 18 (4d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 22 Strength check. This effect lasts until the hamadryad uses her lair action again, or dies.
  • The hamadryad can cast her senses to any area within her forest, similar to a clairvoyance spell.
  • The hamadryad can strike a creature with a beam of moonlight, or summers fire or winter’s frost depending on the time of year and day. In each case a single creature takes 21 (6d6) cold, fire, lightning or thunder damage (as appropriate) and is blinded on a failed DC 22 Dexterity saving throw or half as much damage and not blinded on a successful save.

REGIONAL EFFECTS

The forest that the hamadryad calls home is warped by her magic, which creates one or more of the following effects.

  • Treebound fey within the forest do not die if their tree is destroyed. Instead they enter a deep slumber for 1d4 weeks as the hamadryad bonds them to a new tree.
  • All water sources within the hamadryad’s forest heal the imbiber 1d4 hit points if they are chaotic good, fey or a beast.
  • Large bodies of water within the forest (such as a lake) provide the effect of greater restoration to anyone the hamadryad deems worthy (usually fey, beasts or other woodland protectors and forest natives). If the hamadryad dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days.

ABOUT

A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, she loathes such separation. All nonevil woodland creatures acknowledge her as the wisest of dryads and respect her gifts of healing and diplomacy.

In most forests, a hamadryad is the sister or wife of an erlking, and represents the protective, patient, and nurturing aspect of nature. With her healing magic, she can relieve the suffering of a dryad whose tree has been killed and sustain her long enough for her to bond with another tree. A hamadryad prefers to avoid direct confrontations, instead using her magic and allies to divert, confuse, and even befriend any would-be enemies. Her powers allow her to speak with or quickly travel to her subjects even when they are in the most remote parts of the forest.

As a consequence, little happens in the forest without her knowledge, and those who enter her realm would do well to remember this.

Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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