Size/Type: Medium Fey
Hit Dice: 4d6+20d8+48 ( hp)
Initiative: 5 Dex, 17
Attack: Dagger +23 melee (1d4/19–20) or masterwork longbow +24 ranged (1d8/x3)
Full Attack: Dagger +23 melee (1d4/19–20) or masterwork longbow +24 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, tree independent, wild empathy, nature sense, wild empathy, Woodland stride, Trackless step, Resist nature’s lure, Venom immunity, A thousand faces, Timeless body.
Saves: Fort +18, Ref +17, Will +22
Abilities: Str 10, Dex 20, Con 14, Int 18, Wis 22, Cha 18
Skills: Climb +29, Concentration +29, Diplomacy +31, Handle Animal +31, Hide +32, Jump +29, Knowledge (nature) +31, Listen +33, Move Silently +32, Spot +33, Survival +33, Swim +29, Tumble +33, Use Rope +31
Feats: Great Fortitude, Weapon Finesse, Lightning Reflexes, Athletic, Acrobatic, Run, Improved Initiative, Endurance, Point Blank Shot, Precise Shot, Dodge, Mobility, Shots on the Run.
Spell-Like Abilities: At will—entangle (DC 16), speak with plants, tree shape; 3/day— charm person (DC 16), deep slumber (DC 18), tree stride; 1/day—suggestion (DC 18). Caster level 6th. The save DCs are Wisdom-based.
Tree Independent (Su): She is mystically bound with the Sentinel, Her Deity, and husband. She is able to leave his presence, a three hundred foot spread, But must spend an hour meditation each day to renew life force, or she becomes very ill and has a -8 to every roll. She may travel to other planes of existence also, but with the same penalty.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal.
Woodland Stride (Ex): A druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): A druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): A druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).
Venom Immunity (Ex): A druid gains immunity to all poisons.
A Thousand Faces (Su): A druid gains the ability to change her appearance at will, as if using the disguise self (page 222) spell. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body (Ex): A druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Spells per Day,
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
6 7 7 6 6 6 5 4 4 4
0th Create Water x2, Light x2, Mending, Purify Food and Drink.
1st Camouflage, Goodberry, Healthful Rest x4, Obscuring Mist.
2nd Chameleon, Easy Trail, Soften Earth and Stone, Tree Shape x2, Warp Wood x2.
3rd Daylight, Forest Eyes, Plant Growth x2, Quench x2.
4th Bloodbriars x2, Forestfold, Reincarnate, Scrying, Sheltered Vitality.
5th Blood Creepers x2, Phantom Stag, Rushing Waters x2, Wall of Thorns.
6th Crumble, Ironwood, Liveoak, Move Earth, Transport Via Plants.
7th Animate Plants x2, Rain of Roses, Wrack Earth.
8th Earthquake, Finger of Death, Flashflood x2.
9th Rain of Black Tulips, Regenerate, Shambler, Storm of Vengeance.