Fey

Pan-da

  • Pan-Da
  • Medium Fey
  • Hit Dice: 5d6+6 (36 hp)
  • Initiative: +1
  • Speed: 40’ (8 squares)
  • Armor Class: 15 (+1 Dex, + 4 Natural), touch 11, flat-footed 14
  • Base Attack/Grapple: +2/ +6
  • Attack: Claw + 6 melee (1d4+4)
  • Full Attack: 2 Claws +6 melee (1d4+4) and 1 Bite +1 melee ( 1d6+2)
  • Space Reach: 5’/ 5’
  • Special Attacks: Pipes, Spell Like Abilities
  • Special Qualities: Damage Reduction 5/Cold Iron, low-light vision, Wild Empathy,
  • Spell Resistance 15
  • Saves: Fort: +3, Ref + 5, Will + 5
  • Abilities: Str 18, Dex 13, Con 14, Int 15, Wis 13, Cha 18
  • Skills: Bluff + 8, Climb +8, Concentration + 6, Diplomacy +8, Handle Animal + 8,
  • Heal +5, Hide +5, Intimidate +8, Knowledge (Nature) + 6, Listen + 6, Move
  • Silently + 5, Search + 6, Sense Motive +8, Spellcraft +6, Spot + 5, Survival + 5
  • Feats: Alertness, Endurance, Self-Sufficient
  • Environment: Temperate Forests
  • Organization: Solitary
  • Challenge Rating: 3 Without Pipes, 4 With
  • Treasure: Standard
  • Alignment: Chaotic Neutral
  • Advancement: 6-7 HD (Medium), 8-12 HD (Large)
  • Level Adjustment: -

"Stop me if you've heard this one…"

"NO MORE PUNS!!!"

"Well fine Mr. Touchy Wizard, I just guess I'll settle for doing things to you while your sleeping."

The Pan-Da appears to be a large slightly anthropomorphic panda with short stubby horns (or moose antlers), carrying reed pipes. Some even have cloven hooves for feet. They are whimsical forest guardians, preferring bamboo or pine forests to all others. Approached respectfully (or if offered wine or honey) they can be excellent guides and helpers. Otherwise your in deep trouble as it decides to spend all it's time pulling pranks on you or telling bad puns until you wish for death. They stand about 6' tall, weighing in at 350 pounds, and speak Common and Sylvan.

Pipes (Su): The pipes carried by Pan-Da are identical to those carried by Satyrs.

Spell Like Abilities (Sp): The Panda casts spells from the Bard list, but his spells per day are those of a 5th level Sorcerer. Instead of spells they are considered spell like abilities.

Wild Empathy (Ex): This is identical to the Druid class feature, except the Pan-Da has a +6 Racial Bonus on the roll.

Combat: Pan-Da's usually avoid combat, using their Pipes or spells to lead opponents into trouble. However should this fail they have no problem wading in and beating the unholy crap out of individuals. Groups are another matter….groups they pick at one by one from the cover of the forest.

Fairy Shrimp

  • Fairy Shrimp
  • Tiny Fey
  • Hit Dice: 1d6+1 (7 hp)
  • Initiative: +4
  • Speed: 20’ Swim, 40’ Flying (good)
  • Armor/Class: 20 (+4 Size, + 2 Natural, +4 Dex), touch 18, flat-footed 16
  • Base Attack/Grapple: + 0/ - 11
  • Attack: Nip –3 melee (1d3-3)
  • Space/Reach: 2 ½ '/ 0’
  • Special Attacks: Spell Like Abilities
  • Special Qualities: Damage Reduction 5/ Cold Iron, low-light vision, Amphibious,
  • Spell Resistance 17
  • Saves: Fort +1, Ref + 6, Will + 3
  • Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 16
  • Skills: Bluff +7, Diplomacy +7, Hide + 16, Intimidate +7, Knowledge (Arcana)
  • +4, Spot + 5
  • Feats: Dodge
  • Environment: Warm Marshes
  • Organization: Solitary or Swarm (10 to 40)
  • Challenge Rating: 1
  • Treasure: Standard
  • Alignment: Chaotic Neutral
  • Advancement: 2-3 HD (small), 4-6 HD (Medium), 7-12 HD (Large)
  • Level Adjustment: -

"Leroy?"

"Whut Jebediah?"

We had too much Shine? Or is thuh Crawdaddies floating 'round us on wings?"

"Naw. Naw they's flyin'."

Fairy Shrimp appear to be delicate shrimp like beings with butterfly or dragonfly wings. They haunt pools and rivers and wetlands in abundance, considering themselves protectors of the bayous. Granted their idea of protection is just annoying outsiders until they leave, but if it's effecteive you run with what you're good at. They speak Common and Sylvan.

Spell Like Abilities (Sp): Fairy Shrimp can cast spells as a Sorcerer equal to their Hit Dice. Instead of spells they are spell like abilities, making them somewhat more formidable (if they're older).

Combat: Fairy Shrimp rarely resort to combat, harrying their opponents with spells as a group instead. They tend to specialize in Conjuration, Divination, Enchantment, and Illusion.

Dire Nymph

  • Dire Nymph
  • Medium Fey
  • Hit Dice: 8d6+20 (68 hp)
  • Initiative: +1
  • Speed: 30 ft. (6 squares), swim 15 ft.
  • Armor Class: 17 (+1 Dex, +2 Deflection, +2 natural armor), touch 13, flat-footed 14
  • Base Attack/Grapple: +4/+12
  • Attack: Club + 8 melee (1d8+4/19-20)
  • Full Attack: Club +8 melee (1d8+4/19-20)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Fury, Spell-like abilities, Stunning Glance
  • Special Qualities: Damage Reduction 10/ cold iron, low-light vision, powerful build,
  • Unusual grace, wild empathy
  • Saves: Fort + 8, Ref + 9, Will + 11
  • Abilities: Str 18, Dex 12, Con 18, Int 16, Wis 17, Cha 15
  • Skills: Concentration +11, Climb +10, Diplomacy +8, Handle Animal +11, Heal +12,
  • Hide + 10, Intimidate +6, Listen +12, Move Silently +10, Ride +8, Sense Motive +12, Spot
  • +12, Swim +10, Use Rope +6
  • Feats: Combat Casting, Power Attack, Improved Bull Rush, Cleave
  • Environment: Temperate Forests
  • Organization: Solitary
  • Challenge Rating: 7
  • Treasure: Standard
  • Alignment: Usually Chaotic Good
  • Advancement: 11-13 HD (Medium), 14-18 HD (Large)
  • Level Adjustment: -

"Wow you are wicked hot for a bigger woman"

"DID YOU JUST CALL ME FAT!?!?!?!"

"Uuuuhh…no I uh…I said you were hot.."

"YOU BETTER LEARN TO RUN _"

Dire Nymphs were formerly Nymph's of exceptional beauty. Eventually some ticked off a god or some other powerful entity who cursed them to become more….buxom (for lack of a better term). With their newly gained weight the Nymph's were no longer able to blind opponents with their beauty and many became suicidal. Others became inexplicably frisky, and many new Dire Nymphs were created. In any event most Dire Nymphs left their seclusion and headed for more urban areas. They were quickly nicknamed "Pudgy" Nymphs by the less wise (who were promptly beaten within an inch of their lives). Nowadays they are rarely referred to as Nymphs in their presence (many going out of their way to find as polite as euphemism as they can). Dire Nymphs appear to be regular Nymphs plus 10 or 20 pounds. They speak Common and Sylvan.

Fury(Ex): If a Dire Nymph is in any way referred to as fat, unattractive, or feels insulted (and they insult easily) or is hurt or in combat she goes into a Fury. This is similar to the Barbarian Rage and lasts as long and has the same restrictions. But instead of the standard ability adjustments the Nymph gains the following: Immune to Confused, Dazed, Dazzled, Fatigued, Fear, Nauseated, Paralysis, Sickened, Staggered, Stunned, and all Mind Affecting effects. She also is immune to pain and takes no penalties from spells like Symbol of Pain.

Stunning Glance (Su):An angry Dire Nymph may stun a creature within 30 feet with a look. It must make a DC 16 Fort save or be Stunned for 2d4 rounds. Save DC is Charisma based.

Spell Like Abilities (Sp):A Dire Nymph casts spells as a 9th level Druid. Typical Druid spells prepared (6/5/5/4/2/1, Save DC is 13 plus spell level). 0=Detect Magic, Guidance x3, Resistance x2. 1=Jump, Foundation of Stone, Longstrider, Ram's Might, Shillelagh. 2=Barkskin, Bear's Strength, Bull's Endurance, Mountain Stance, Spider Climb. 3=Lion's Charge, Thunderous Roar, Tremor. 4=Essence of the Raptor, Spark of Vitality. 5=Stoneskin.

Powerful Build (Ex): Identical to the racial ability listed in page 12 of the Expanded Psionics Handbook.

Unusual Grace (Su):A Dire Nymph adds her Charisma bonus to her Saves and as a Deflection Bonus to her Armor Class.

Wild Empathy(Ex): This works like the Druids class feature except the Dire Nymph has a +6 racial bonus on the check.

Combat: Dire Nymph's usually buff themselves as much as possible before combat if they know it's coming. Unless the Fury takes them. Then they tend to simply go berserk and wade into the fight.

Habanero Dryad

  • Habanero Dryad
  • Medium Fey
  • Hit Dice: 4d6 (24 hp)
  • Initiative: +4
  • Speed: 30 ft. (6 squares)
  • Armor Class: 15 (+ 4 Dex, +1 natural), touch 14, flat-footed 11
  • Base Attack/Grapple: +2/ +2
  • Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 ranged
  • Full Attack: Dagger +6 melee (1d4/19-20) or Grapple +6 melee, or Pepper Spray +6 Ranged
  • Space/Reach: 5’/ 5’
  • Special Attacks: Improved Grapple, Pepper Spray, Spell-like Abilities, Spicy Grapple
  • Special Qualities: Damage Reduction 5/cold iron, plant dependent, wild empathy
  • Saves: Fort +3, Ref +8, Will +6
  • Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
  • Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (Nature) +11,
  • Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4
  • Feats: Great Fortitude, Weapon Finesse
  • Environment: Warm Forests
  • Organization: Solitary or group (4-7)
  • Challenge Rating: 4
  • Treasure: Standard
  • Alignment: Chaotic Good
  • Advancement: By character class
  • Level Adjustment: -

"Hey baby you wanna night of warm lovin'?"

"How is it I always get the missions involving Dryads?"

"Cause of that incident in Bogonia where you were caught with the Lord's sister."

"SHE FORCED HERSELF ON ME DAMMIT!! How was I supposed to know she was man crazy?"

"Y'know if you weren't such a big manly Paladin I might actually believe that…"

Habanero Dryads appear similar to normal Dryads except their hair is leafy and their skin is green instead of wooden (the exception being their bosoms which are a bright orange. And like most brightly colored things this is nature's way of saying stay away monkey boy). Instead of being linked to a tree they are linked to a Habanero bush. This gives them some minor protection as some cultures value the Habanero for food, and virtually no animals want to eat them. Unfortunately for the local populace they will soon find out that Habanero Dryads are far more frisky than regular ones, and they're always on the hunt for a decent looking humanoid male. To the detriment of the aforementioned humanoid male, virtually all bodily fluids of the Dryad contain capsaicin, the chemical that makes peppers hot. Embracing one, let alone carrying it any further, has it's perils. Habanero Dryads speak Common, Elven, and Sylvan.

Improved Grapple (Ex): Habanero Dryads are experts at grabbing onto and hugging recalcitrant humans. They may make grapple attemps without provoking an attack of opportunity.

Pepper Spray (Ex): Once per round as a standard action a Habanero Dryad can hock a loogie at anyone within 20 feet. This is a ranged attack, and if it is successfult the victim must make a DC 12 Fortitude Save or be Blinded for 1d4 rounds. If the Dryad confirms a critical hit, the victim does not get a save.

Spicy Grapple (Ex): Habanero Dryads can sweat capsaicin at will. While grappling a victim they work it into his skin as much as possible. In addition to regular grppling damage, a victim must make a DC 12 Fortitude Save (Save DC is Constitution based) each round it is in the grapple or be Dazed for 1 round, and Sickened for the duration of the Grapple and 1d4 rounds thereafter. The Save DC is +4 if the victim is lightly clothed or naked. Prolonged exposure (more than 10 rounds) causes actual chemical burns doing 2 points of acid damage a round thereafter. If the Grapple check is a natural 20, roll again as if confirming a critical hit. If successful the Dryad has worked the stuf into her opponents eyes, blinding him for 1d6 rounds if he fails a DC 12 Fortitude Save, and for 1 round if he makes it (Save DC is Fortitude based).

Plant Dependent (Su): The Habanero Dryad is mystically bound to her pepper bush and can't stray more than 300 yards from it. Those who do become ill and die within 4d6 hours. The bush does not radiate magic.

Spell Like Abilities (Sp): Same as regular Dryad.

Wild Empathy (Ex): This power works like the Druids class feature, except that the Dryad has a +6 Racial bonus on the check.

Combat: Similar to most Dryads really. They use their spell like abilities to charm potential problems. Or they spit pepper juice in their eyes and grapple till they give up.

Cactus Dryad

  • Cactus Dryad
  • Medium Fey
  • Hit Dice: 4d6+12 (36 hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares)
  • Armor Class: 16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
  • Base Attack/Grapple: +2/+3
  • Attack: Fist +4 melee (1d4+1d6+1)
  • Full Attack: 2 Fists +4 melee (1d4+1d6+1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities, Thornskin
  • Special Qualities: Damage Reduction 5/Cold Iron, Cold Vulnerability, Cactus Dependent, Immune to Heat, Wild Empathy
  • Saves: Fort +3, Ref +6, Will +7
  • Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 16
  • Skills: Handle Animal +3, Hide +2, Intimidate +3, Knowledge (Nature) +2, Listen +3, Move Silently +2, Sense Motive +3, Spot +3, Survival +3
  • Feats: Improved Toughness, Weapon Finesse
  • Environment: Warm Deserts
  • Organization: Solitary, or Clsuter (4-7)
  • Challenge Rating: 4
  • Treasure: Standard
  • Alignment: Usually Chaotic Neutral
  • Advancement: By Character Class
  • Level Adjustment: -

Dryad: "Soooooo…Mr. Paladin…"
Paladin: "Look, I do't want any trouble. I'm just here to collect the artifact I need for my quest. Are you ladies gonna give it to me, or….?"

(Insert Mass Giggling)

Dryad 2: "Oh, we're gonna give it to you allright.."
Paladin: "This is why I've never liked fey. No respect for the Law."
Dryad: "Give the girls a chance. They're a teensy upset cause they haven't had any dates in a while."
Paladin: "Madam in defense of my gender, you're covered in sticky needles."
Dryad: "And you can be too if you want…"
Paladin: "Just give me the artifact."
Dryad: "And what do we get in return? A woman has needs you know."
Paladin: "Woman???"
Dryad: "Yes, woman. Y'know me."
Paldin "YOU'RE A PLANT!!"
Dryad: "Look your getting needled one way or the other. Just cooperate and it'll be quicker."
Paladin: I am SO telling Pelor about this."

Cactus Dryads are similar to regular Dryads except they're tied to a Cactus as opposed to a tree. They're quite lonely living all alone out in the desert by themselves. Much information can be gotten from them by simply chatting with them. Except for attractive men. They have…a more difficult time.
Cactus Dryads are green-skinned women covered in cactus needles. Cactus Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): At will Briar Web (DC:15), Camouflage, Speak With Plants
3/day: Critical Strike, Forestfold, Quill Blast (DC:18)
1/day: Dehydrate (DC:16)

Caster Level 6, Save DC's are Wisdom based. All spells not listed in the PHB should be in the Spell Compendium.

Thornskin (Ex): Cactus Dryads do +1d6 piercing damage with their fists or grapples. Anyone striking them with an unarmed strike or natural wepaon, or grappling them takes 5 points of piercing damage.

Cactus Dependent (Su): This is the same as the standard Dryad's Tree Dependency, except it involves a cactus (see page 90 of the Monster Manual).

Wild Empathy (Ex): This power works like the Druid's Wild Empathy Class Feature except the Dryad has a +6 Racial Bonus on the check.

Combat: Generally the Dryads will Camouflage themselves and Hide. If the opponents are close they'll cast Critical Strike and try to surprise them, if not they'll use Quill Blast. Or Briar Web and then Dehydrate.

Seaweed Dryad

  • Seaweed Dryad
  • Medium Fey (aquatic)
  • Hit Dice: 4d6+8 (32 hp)
  • Initiative: +0
  • Speed: Swim 30 ft. (6 squares)
  • Armor Class: 15 (+5 Natural), touch 10, flat-footed 15
  • Base Attack/Grapple: +2/+6
  • Attack: Grapple +6 (Grapple)
  • Full Attack: Grapple +6 (Grapple)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities, Improved Grab, Constrict (2d3+8)
  • Special Qualities: Damage Reduction 5/Cold Iron, Seaweed Dependent
  • Saves: Fort +5, Ref +4, Will +4
  • Abilities: Str 19, Dex 10, Con 14, Int 15, Wis 11, Cha 18
  • Skills: Escape Artist +7, Hide +14, Knowledge (Nature) +9, Listen +7, Move Silently +11, Spot +7, Survival +7, Swim +19
  • Feats: Great Fortitude, Skill Focus (Hide)
  • Environment: Warm or Temperate Aquatic
  • Organization: Solitary, or
  • Challenge Rating: 4
  • Treasure: Standard
  • Alignment: Usually Chaotic Neutral
  • Advancement: By Character Class
  • Level Adjustment: -

Dryad: "So…come here often sailor?"
Sailor: "Pelor give me strength."
Dryad: "We're more interested in your Endurance actually."

Seaweed Dryads appear as greenish women with dreadlocks made of seaweed. They are sometimes a little friendlier to sailors than land Dryads are to people, but they are somewhat deadlier as well. Even the animals leave them alone. Not so much because they're more powerful, they're just more willing to do some damage. Seaweed Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities (Sp): Caster Level 6, Save DC's are Wisdom based.
At will: Entangle (DC 11), Kelpstrand, Speak With Plants
3/day: Water Breathing, Charm Person (DC 11), Commune With Nature
1/day: Suggestion (DC 13)
Spells not in the PHB may be found in the Spell Compendium.

Improved Grab (Ex): The Seawead Dryad may make a Grapple attempt without provoking attacks of opportunity.

Constrict(Ex): The Seaweed Dryad does 2d3+8 with a successful Grapple check.

Seaweed Dependent (Su): This is the same as the Tree Dependent ability regular Dryads have (see MM page 90-91), except instead of a tree it's a patch of seaweed.

Skills: A Seaweed Dryad has a +4 Racial Bonus to Hide and Move Silently checks (Hide Bonus increases to +8 in seaweed) and a +8 Racial Bonus to Swim checks. they may always take 10 on a Swim check, and may use the Run Action while swimming in a straight line.

Combat: Seaweed Dryads usually lure surface dwellers in for a kiss promising them use of their Water Breathing spell. Then they Grapple. If a Grapple wont bring them down they'll try spells, or whatever weapon they may have found. Usually they hide if they think they can't confront someone.

Banana Dryad

  • Banana Dryad
  • Medium Fey
  • Hit Dice: 4d6+8 (32 hp)
  • Initiative: +5
  • Speed: 30 ft. (6 squares)
  • Armor Class: 18 (+5 Dex, +3 Natural), touch 15, flat-footed 13
  • Base Attack/Grapple: +2/+2
  • Attack: Weapon +7 melee
  • Full Attack: Weapon +7 melee
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities
  • Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Banana Dance
  • Saves: Fort +5, Ref +9, Will +7
  • Abilities: Str 10, Dex 20, Con 10, Int 11, Wis 16, Cha 20
  • Skills: Bluff +9, Diplomacy +10, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Perform (Dance) +10, Spot +7, Survival +7, Use Rope +9
  • Feats: Great Fortitude, Weapon Finesse
  • Environment: Warm Forests
  • Organization: Solitary or Grove (4-7)
  • Challenge Rating: 4
  • Treasure: Standard
  • Alignment: Usually Neutral
  • Advancement: By Character Class
  • Level Adjustment: -

"So these are the bananas you people described. Is the Dryad near here?"
"Yes. Yes I am. Would you mind letting go of that."
"Sorry I didn't relize that banana was part of your skirt."
"I'm not wearing a skirt, and that isn't a banana."
"I really hate having to qualify for Atonement spells…"
"So would you say you're open to new experiences?"
"I AM NOT GAY!!"

Food bananas are an odd organism. They're all quite literally clones of each other. This has led to some odd qualities among Banana Dryads, and many consider them the spooky incest victims of the Dryad family. There are certainly among the most attractive Dryads with their bright yellow leathery skin (it's almost like pleather, fetishists love them). Mutations are common however, and some…well some of them have certain mental and physical oddities. They also seem to have a weird affinity for Enchantment magics.

Spell-Like Abilities (Sp): At Will: Charm Person (DC 14), Entice Gift (DC 15), Mesmerizing Glare (DC 16). 3/day: Feeblemind (DC 18), Goodberry, Suggestion (DC 16). 1/day: Hold Person (DC 16) . Caster Level 6. Save DC's are Wisdom based.

Banana Tree Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Banana Dryad is tied to a banana tree.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Banana Dance (Su): By making a Perform (Dance) Check the Banana Dryad can Fascinate all Living Beings within 60' unless they make a Willpower Save (Save DC is equal to the Perform Check).

Combat: Banana Dryads usually open with their Banana Dance while their partners sneak up on their opponents and bash them over the head.

Moss Dryad

  • Moss Dryad
  • Medium Fey
  • Hit Dice: 4d6+8 (32 hp)
  • Initiative: +3
  • Speed: 30 ft. (6 squares)
  • Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
  • Base Attack/Grapple: +2/+2
  • Attack: Weapon +5 melee
  • Full Attack: Weapon +5 melee
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities
  • Special Qualities: DR 5/Cold Iron, Moss Dependent, Wild Empathy, Fast Healing 5
  • Saves: Fort +5, Ref +7, Will +7
  • Abilities: Str 10, Dex 16, Con 14, Int 14, Wis 16, Cha 17
  • Skills: Escape Artist +8, Hide +9, Intimidate +8, Knowledge (Dungeoneering, Nature) +7, Listen +9, Move Silently +9, Spot +9, Survival +9, Use Rope +9
  • Feats: Great Fortitude, Weapon Finesse
  • Environment: Any Warm except Desert
  • Organization: Solitary or Clump (3-6)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Usually Neutral
  • Advancement: By Character Class
  • Level Adjustment: -

"Are you the Moss Dryad known as Sibyl of the Frothing Marsh?"

"Maybe. Who wants ta know."

"My name is unimportant at this time. I have been sent by my Lord Pelor on a mission most urgent."

"Oh great. A Paladin. As if life in a swamp doesn't suck enough now."

"Excuse me?"

"I spend all my time in this dreary swamp hoping to get some, and who is the first man I see in months? An Elf Paladin. A gay Elf Paladin."

"I AM NOT GAY!"

"Feh. You haven't ogled me once."

"YOUR A PLANT! HOW MANY TIMES MUST I HAVE THIS CONVERSATION WITH YOU PEOPLE?"

"That doesn't stop the Paladins of the other Gawds y'know."

"You know being as Pelor is technically the Sun God, and he's what allows your people to grow I'd think you'd be a little more respectful."

Moss Dryads appear to be completely green women with moss for hair. They are unusual for Dryads in that they appear to have an unusual amount of body hair (moss). This combined with their incredibly antisocial nature, the fact that they live in remote areas, and the shallowness of men regarding body hair ensure they live fairly lonely lives. It also makes them assume any men not interested in them are homosexual, which leads to many frustrating conversations with the occasional stray Paladin on a mission from his thankless Deity.

Spell-Like Abilities (Sp): At will: Horrible Taste (DC 14), One With the Land, Vine Mine. 3/day: Plant Body, Speak With Plants, Wood Wose. 1/day: Contagious Fog (DC 16). Caster Level 6. Save DC's are Wisdom based.

Moss Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Moss Dryad is tied to a large clump of moss.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

Combat: Moss Dryads engage opponents with sarcastic banter (preferable from a distance) before coordinating attacks with their sisters. usually they lead off with spells before pelting them with rocks.

Mushroom Dryad

  • Mushroom Dryad
  • Medium Fey
  • Hit Dice: 4d6+8 (32 hp)
  • Initiative: +3
  • Speed: 30 ft. (6 squares)
  • Armor Class: 16 (+3 Dex, +3 Natural), touch 13, flat-footed 13
  • Base Attack/Grapple: +2/+2
  • Attack: Weapon +5 melee
  • Full Attack: Weapon +5 melee
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spell-Like Abilities
  • Special Qualities: DR 5/Cold Iron, Mushroom Dependent, Wild Empathy, These Mushrooms are Not For Eating
  • Saves: Fort +5, Ref +7, Will +7
  • Abilities: Str 10, Dex 16, Con 14, Int 10, Wis 17, Cha 20
  • Skills: Craft (Poison) +5, Escape Artist +7, Hide +8, Intimidate +9, Knowledge (Dungeoneering, Nature) +4, Listen +7, Move Silently +7, Spot +7, Survival +7
  • Feats: Great Fortitude, Weapon Finesse
  • Environment: Any Warm except Desert
  • Organization: Solitary or Clump (3-6)
  • Challenge Rating: 3
  • Treasure: Standard
  • Alignment: Usually Neutral
  • Advancement: By Character Class
  • Level Adjustment: -

"I'm going to choose my words carefully madam. Are you…or are you not…the Mushroom Dryad known as Butter Gills of the Frothing Marsh. Please just say yes or no. I'm on a mission from Pelor and I'm in a hurry."

"Aren't you that gay Elf Paladin all the girls are talking about.

(expletive tirade deleted)

"Wow you are tense. Y'know if you were into women I could do something about that."

"So this is what Hell is like…"

Mushroom Dryads appear to be women with odd skin color/textures, who appear to be wearing an odd hat (i.e. they have a shroom head). They are well known for their love of Badgers, and they often keep them as pets. An easy way to tell a Mushroom Dryad is in the neighborhood is that you now have Badgers out the behind. And they are allowed to dig up your flower beds and poop on your doorstep. Seriously. Or your getting a knife in the dark. Cause momma doesn't let anyone touch her babies.

Spell-Like Abilities (Sp): At Will: Phantasmal Assailants (DC 15), Poison (DC 16), Summon Nature's Ally I (badgersbadgersbadgers). 3/day: Breath of the Jungle (DC 14), Major Image (DC 16), Memory Rot (DC 18). 1/day: Nauseating Breath (DC 16). Caster Level 6. Save DC's are Wisdom Based.

Mushroom Dependent (Su): This works exactly like the Dryad ability on page 90 of the MM, except the Mushroom Dryad is tied to a large clump of Mushrooms.

Wild Empathy (Ex): This works like the Druid's Class Ability of the same name except the Dryad has a +6 Racial Bonus on the Check.

These Mushrooms are Not For Eating (Ex): Anyone attacking a Mushroom Dryad with a Bite Attack must make a DC 14 Fortitude Save or be mildly poisoned. Initial and Secondary Damage is 1d4 Wisdom. If a Mushroom Dryad is Swallowed Whole, the opponent must Save each round the Dryad is in it's stomach. Even if the Dryad is dead. Don't eat mushrooms kids.

Combat: Aside from daring their opponents to lick them, Mushroom Dryads generally rely on their Spell-Like Abilities fro combat. And their beloved badgers. Many a minor adventurer has fallen victim to the furry force field living within the Mushroom Dryads vicinity.