Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Creature Catalog 3.5 Overhaul Project
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BOZ" data-source="post: 1121084" data-attributes="member: 1241"><p>i don't know how much this will add to the conversion, but here is the original text of the hamadryad from Dragon #101:</p><p></p><p>HAMADRYAD</p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 1-2</p><p>ARMOR CLASS: 7</p><p>MOVE: 16”</p><p>HIT DICE: 4</p><p>% IN LAIR: 5%</p><p>TREASURE TYPE: Nil</p><p>NO. OF ATTACKS: 1 weapon</p><p>DAMAGE/ATTACK: By weapon type</p><p>SPECIAL ATTACKS: Spells</p><p>SPECIAL DEFENSES: Magic resistance, spell-like abilities</p><p>MAGIC RESISTANCE: 75%</p><p>INTELLIGENCE: High</p><p>ALIGNMENT: Neutral</p><p>SIZE: M</p><p>PSIONIC ABILITY: Nil</p><p>Attack/Defense Modes: Nil</p><p>LEVEL/X.P. VALUE: IV/ 175 + 4/hp</p><p></p><p>This extremely rare creature is a guardian of the woodlands, found only in old, vast forests far from civilization. Like a dryad, a hamadryad is linked to an individual oak tree and will quickly die if the tree is destroyed. But unlike a dryad, a hamadryad can leave the vicinity of the oak tree and travel any distance from the tree. A hamadryad often carries daggers or daggerlike weapons.</p><p>Hamadryads dislike non-forest environments intensely and almost never leave wooded areas. They prefer well water or mineral water, and derive energy from sunlight through the chlorophyll in their bright green hair. Shorn or dungeon-imprisoned hamadryads will die in 10-20 days if they cannot get sunlight and are not allowed to regrow their hair.</p><p>Hamadryads appear to be beautiful elven or human females, but have deep, sparkling green eyes and long green hair. They are shy but noble of manner, and they rarely speak. They will often cooperate with rangers and druids, acting first to protect their own woods. Hamadryads can use the following powers at will, one per round: animal friendship, entangle, pass without trace, speak with animals, and quench fire (16’ square area of effect). They will always successfully detect snares and pits, and cannot be entangled. They can dimension door from any tree to any other tree (maximum range of this ability is 66“), and can enter inside any living tree. Hamadryads will always see non-real trees (such as those caused by a massmorph or tree spell) for what they truly are. They also recognize treants and treant-controlled trees on sight.</p><p>Once a day, a hamadryad can cast a hold plant spell, and thrice per day can cast a powerful charm person spell (save vs. magic at -3). If a person is taken away by a hamadryad, he will be compelled to perform one service (usually aid in protecting the woodlands from woodcutters or the like), and will then be released in the depths of the forest in a dryad grove, whereupon he may be charmed in turn by a dryad. If not, no forest creature of good or neutral alignment will attack the person if he does not bother them and is attempting to leave the forest. If a hamadryad enters a tree which contains a druid (cf. pass plant and plant door spells), she can charm that druid if she so wishes with great efficacy (save at -6). She can converse with the druid normally, and there is room for both within the tree.</p><p>Hamadryads speak the tongue of dryads, elves, pixies, sprites, and can speak with plants. Sometimes (33%) they can speak the Common tongue as well (having learned it from charmed individuals). Hamadryads are 90% likely to speak each of the following languages as well: centaur, faun, treantish, and the druidic secret language. Hamadryads are immune to the effects of a call woodland beings spell, but will feel its summons and will usually (90% of the time) go to the caster’s location to observe; they give aid of their own free will.</p><p>Hamadryads give any treasure they gain to dryads. They have exact knowledge of the forest in which they dwell.</p><p>A hamadryad’s tree is always old and large, but does not radiate magic. The hamadryad will rarely fight other woodland creatures and is most friendly with dryads and treants. She will often aid the latter with her quench fire abilities.</p><p>The touch of a hamadryad is also said to cure nilbogism (see the FIEND FOLIO® Tome, Nilbog), but truth of this rumor is as much a mystery as the condition itself.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1121084, member: 1241"] i don't know how much this will add to the conversion, but here is the original text of the hamadryad from Dragon #101: HAMADRYAD FREQUENCY: Very rare NO. APPEARING: 1-2 ARMOR CLASS: 7 MOVE: 16” HIT DICE: 4 % IN LAIR: 5% TREASURE TYPE: Nil NO. OF ATTACKS: 1 weapon DAMAGE/ATTACK: By weapon type SPECIAL ATTACKS: Spells SPECIAL DEFENSES: Magic resistance, spell-like abilities MAGIC RESISTANCE: 75% INTELLIGENCE: High ALIGNMENT: Neutral SIZE: M PSIONIC ABILITY: Nil Attack/Defense Modes: Nil LEVEL/X.P. VALUE: IV/ 175 + 4/hp This extremely rare creature is a guardian of the woodlands, found only in old, vast forests far from civilization. Like a dryad, a hamadryad is linked to an individual oak tree and will quickly die if the tree is destroyed. But unlike a dryad, a hamadryad can leave the vicinity of the oak tree and travel any distance from the tree. A hamadryad often carries daggers or daggerlike weapons. Hamadryads dislike non-forest environments intensely and almost never leave wooded areas. They prefer well water or mineral water, and derive energy from sunlight through the chlorophyll in their bright green hair. Shorn or dungeon-imprisoned hamadryads will die in 10-20 days if they cannot get sunlight and are not allowed to regrow their hair. Hamadryads appear to be beautiful elven or human females, but have deep, sparkling green eyes and long green hair. They are shy but noble of manner, and they rarely speak. They will often cooperate with rangers and druids, acting first to protect their own woods. Hamadryads can use the following powers at will, one per round: animal friendship, entangle, pass without trace, speak with animals, and quench fire (16’ square area of effect). They will always successfully detect snares and pits, and cannot be entangled. They can dimension door from any tree to any other tree (maximum range of this ability is 66“), and can enter inside any living tree. Hamadryads will always see non-real trees (such as those caused by a massmorph or tree spell) for what they truly are. They also recognize treants and treant-controlled trees on sight. Once a day, a hamadryad can cast a hold plant spell, and thrice per day can cast a powerful charm person spell (save vs. magic at -3). If a person is taken away by a hamadryad, he will be compelled to perform one service (usually aid in protecting the woodlands from woodcutters or the like), and will then be released in the depths of the forest in a dryad grove, whereupon he may be charmed in turn by a dryad. If not, no forest creature of good or neutral alignment will attack the person if he does not bother them and is attempting to leave the forest. If a hamadryad enters a tree which contains a druid (cf. pass plant and plant door spells), she can charm that druid if she so wishes with great efficacy (save at -6). She can converse with the druid normally, and there is room for both within the tree. Hamadryads speak the tongue of dryads, elves, pixies, sprites, and can speak with plants. Sometimes (33%) they can speak the Common tongue as well (having learned it from charmed individuals). Hamadryads are 90% likely to speak each of the following languages as well: centaur, faun, treantish, and the druidic secret language. Hamadryads are immune to the effects of a call woodland beings spell, but will feel its summons and will usually (90% of the time) go to the caster’s location to observe; they give aid of their own free will. Hamadryads give any treasure they gain to dryads. They have exact knowledge of the forest in which they dwell. A hamadryad’s tree is always old and large, but does not radiate magic. The hamadryad will rarely fight other woodland creatures and is most friendly with dryads and treants. She will often aid the latter with her quench fire abilities. The touch of a hamadryad is also said to cure nilbogism (see the FIEND FOLIO® Tome, Nilbog), but truth of this rumor is as much a mystery as the condition itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Creature Catalog 3.5 Overhaul Project
Top