Hamadryad
Hamadryad
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 40 ft (8 squares)
AC: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2)
Space/Reach: 5 ft /5 ft
Special Attacks: Spell-like abilities, strider’s charm
Special Qualities: Damage reduction 5/cold iron, detect snares and pits, greater woodland stride, low-light vision, photosynthesis, plant sight, spell resistance 20, trackless step, tree dependant, wild empathy, woodland mastery
Saves: Fort +3 Ref +10 Will +9
Abilities: Str 12 Dex 21 Con 13 Int 14 Wis 15 Chr 19
Skills: Craft (any one) +7, Diplomacy +6, Escape Artist +13, Handle Animal +9, Hide +13, Knowledge (nature) +12, Listen +9, Move Silently +13, Ride +7, Search +7, Sense Motive +10, Spot +9, Survival +10 (+12 aboveground, +12 when following tracks), Swim +6, Use Rope +5 (+7 with bindings)
Feats: Ability Focus (strider’s charm) (B), Alertness, Iron Will, Weapon Finesse
Environment: Temperate and warm forest
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: +3
A beautiful woman with ears like an elf’s, and long green hair emerges from behind a tree. She is naked, except for a long knife strapped to one knee. Her deep green eyes sparkle like the finest of emeralds.
The hamadryad is a woodland spirit that is linked to an individual oak tree. They appear as beautiful elven or human women, with startlingly deep green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. These noble creatures are friendly to all of the forest’s inhabitants, and often cooperate with rangers, druids, and beings that call upon them, in the pursuit of protecting their homes. They are quite fond of dryads and treants especially, and give them any treasure they find. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.
Hamadryads live only in vast ancient forests far from civilized peoples, where they serve as guardians of the woodlands. Though they can leave the vicinity of their tree without harm, they are uncomfortable away from trees and never willingly leave the woodlands. They derive all of their sustenance by absorbing sunlight, and drinking mineral water or well water.
Hamadryads speak Elven and Sylvan, and can speak with plants. Nearly all hamadryads also know Druidic and the language of treants, and they usually learn Common from individuals they have charmed, if they get the opportunity.
COMBAT
Though hamadryads carry knives, daggers and such, they tend to shun physical combat in favor of using their magical abilities. Hamadryads have a tremendous advantage in the forest and make use of this at every opportunity. A hamadryad will use her charm person ability to take a creature out of a fight, compelling this creature to come away with her and perform some service for her, such as protecting trees from woodcutters. Once this service is completed, she will usually release the victim in the depths of a dryad grove, where he may be at the dryads’ mercy.
A favorite tactic against dangerous foes is to gather a cadre of charmed victims, animals, and other allies to beset the enemy. Meanwhile, the hamadryad will tree stride from tree to tree, using her entangle and charm person abilities to confuse and dishearten the attackers. Anyone attacking a hamadryad’s tree will be subject to her mad attack.
The touch of a hamadryad is said to cure nilbogism (see the Tome of Horrors from Necromancer Games), but truth of this rumor is as much a mystery as the condition itself.
Spell-Like Abilities: At will – entangle (DC 13), quench, speak with animals, speak with plants, tree stride; 3-day – charm person (DC 13); 1/day – command plants (DC 16), commune with nature. Caster level 11th. The save DCs are Wisdom-based.
Strider's Charm (Su): If a hamadryad enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19). These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person spell-like ability. The save DC is Charisma-based.
Detect Snares and Pits (Su): Hamadryads have a continuous detect snares and pits ability, as the spell (caster level 20th).
Greater Woodland Stride (Ex): A hamadryad 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. In addition, thorns, briars, and overgrown areas that have been magically manipulated to impede motion do not affect her.
Photosynthesis (Ex): A hamadryad does not need to eat food, but gains all of her nutrients by absorbing sunlight through the chlorophyll in her hair. If a hamadryad’s head is shaved and kept shorn, or if she is imprisoned indoors without at least one hour’s worth of exposure to the sun per day, she will begin to starve. The hamadryad will die of starvation in 10d2 days if kept this way.
Plant Sight (Sp): Hamadryads can see a plant in its true form, as if under a continuous
true seeing effect. They can also automatically identify magically created vegetation, including spells such as hallucinatory terrain or tree shape. They recognize treants and treant-controlled trees for what they are on sight.
Trackless Step (Ex): A hamadryad leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Tree Dependent (Su): Each hamadryad is mystically bound to a single, enormous oak tree. Unlike a dryad, a hamadryad can leave the vicinity of the oak and travel any distance away from the tree. However, she will quickly die if the tree is destroyed. A hamadryad’s oak does not radiate magic or show other signs of its true nature, though careful questioning with a speak with plants spell probably will reveal the tree for what it is.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hamadryad has a +6 racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).
Woodland Mastery (Su): Hamadryads are in tune with their forest and the environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume and process any type of water, even water fouled by human or animal wastes.
Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Ed Greenwood), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and Monstrous Compendium Annual Three (1996).