Dryad

medium fey, neutral

Challenge 1 (200 XP)

STR
10 (+0)
DEX
12 (+1)
CON
11 (+0)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)

Defense

Armor Class 16 (natural)
Hit Points 22 (5d8)
Speed 30 ft.

Proficiencies & Senses

Skills Perception +4, Stealth +5
Languages Elvish, Sylvan
Darkvision 60 ft.
Passive Perception 14

Traits

Magic Resistance

The monster has Advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants

The monster can communicate with Beasts and Plants as if they shared a language.

Actions

Multiattack

The monster makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast.

Vine Lash

Melee Attack: +6 to hit. reach 10 ft. Hit: 1d8 + 4 slashing damage.

Thorn Burst

Ranged Attack: +6 to hit. range 60 ft. Hit: 1d6 + 4 piercing damage.

Spellcasting

The monster casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability: At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft 1/Day Each: Entangle, Pass without Trace

Tree Stride

If within feet of a, the monster teleports to an unoccupied space within feet of a second that is within 60 feet of the previous tree.

Animal Friendship

Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends. Using a Higher-Level Spell Slot. You can target one additional Beast for each spell slot level above 1.

Charm Monster

One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends, the target knows it was Charmed by you. Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.

Druidcraft

Whispering to the spirits of nature, you create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.

Entangle

Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficultterrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.

Pass without Trace

You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to checks and leave no tracks.