Mordius Dryad

Family: Dryad

Medium fey, any neutral

Armor Class 13
Hit Points 66 (12d8+12)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 17 (+3) 13 (+1) 12 (+1) 16 (+3) 20 (+5)

Skills Nature +3, Stealth +5
Senses darkvision 60 ft., passive Perception 13
Languages Common, Sylvan
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Charm. A mordius dryad can, knowingly or unknowingly, use this ability on a chosen being. It is only cast after the victim has done three “things” (as prescribed by the CK) in the dryad’s presence; three meals are eaten with the dryad, three nights spent in her home, three kisses, and so on. Those mordius dryads who wish to charm people use their ability cleverly. They give the victim three drinks or lead him to a great oak three times and ensnare them. The target must make a Charisma save (DC 15) or fall under the mordius’ charm. The target views the mordius as a close and trusted friend and will give her words great weight. The charm is broken by a dispel magic or similar spell. There is no limit to those charmed and they are released only after one year and a successful charisma save. If they break the spell they can leave, if not they remain another year. If the dryad dismisses them for whatever reason, they are left with a longing for dryad that never leaves them.
  • Symbiosis. The mordius dryads are bound to a forest or an area which they have settled. Unlike normal dryads, the mordius dryad is only restricted by the borders of the region or wood where they dwell. If attacked she can, as an action, summon the spirit of the land around her to give her aid. For 100 feet around the dryad, the air thickens, choking those who breathe for 1d4 HP of poison damage per round. Further, the entire area is under the effects of an entangle spell. The Dryad is immune to this effect. Any saves made against these effects are at a DC of 15.
  • Innate Spellcasting. The dryad’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components.

ACTIONS

  • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
  • Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320, one target. Hit: 6 (1d6+3) piercing damage.

ABOUT

These dryads are very comely fey, with perfect form. Their clothing and armament vary from individual to individual. They differ from their lesser kin in that they are not wild, born of god and man so that they can dwell near towns or castles. They do not, however, interact with men often, living aloof or in utter solitude as their conscience dictates. At times they enslave others to serve them.

Force of Nature. These dryads are far more powerful than their normal kin. They command the weather or some facet thereof, and they can charm the hapless into a life of servitude. The few who have been rescued from these Dawn’s Maidens, as they are known by men, speak only of an abiding happiness or contentment and rue for the greater part of their mortal lives their passing from the dryad’s home.

Bound to the Land. The mordius dryads are bound to a particular region, such as a forest, a grove, a ridgeline, or a mountain. They have been known to bind themselves to huge forests, but generally, they occupy smaller regions of only two or three dozen square miles. They build homes for themselves or occupy abandoned ones.

Section 15: Copyright Notice

5th Edition Monsters & Treasure of Airhde, 1st Printing, Copyright 2021, Troll Lord Games; Author Stephen Chenault & Jason Vey

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