树精(Dryad)
这位奇特而美丽的女子似乎拥有木质的皮肤,她生机勃勃的秀发像是绿叶和鲜花。
CR 3
XP 800
混乱善良 中型精类
先攻:+4 感官:低光视觉 察觉:+11
——————防御——————
AC 17(+4敏捷,+3天生),接触14,措手不及13
HP 27(6d6+6)
豁免 5/9/7
DR 5/寒铁
弱点 树木共生
——————攻击——————
速度 30尺
近战 匕首+7(1d4)
远程 精制品长弓+8(1d8)
类法术能力(CL6)
-常驻:植物交谈术
-随意:纠缠术(DC15),树形术,塑木术(仅1磅)
-每天3次:魅惑人类(DC15),深度沉眠(DC17),树跃术
-每天1次:暗示术(DC17)
——————数据——————
力量10,敏捷19,体质13,智力14,感知15,魅力18
BAB+3 CMB+3 CMD17
专长 强韧增强,隐秘,武器娴熟
技能 攀爬+9,手艺(雕刻)+11,脱逃+15,驯养动物+10,知识(自然)+11,察觉+11,隐匿+15,生存+8;种族技能调整:+6手艺(木工)
语言 通用语,精灵语,木族语;植物交谈
特殊 融身入树,荒野认同,木工
——————生态——————
环境 温带森林
组织 单独,成对或小群(3-8)
宝藏 标准(匕首,精制品长弓和20支箭,其他宝物)
——————特殊能力——————
融身入树(Su):树精可以融入任何树木,就如法术融身入石(Meld into Stone)一般。她可以在树木中停留任意长时间。
树木共生(Su):树精与一棵大树之间存在神秘的联系,她无法离开那棵大树300码(900尺)以外。大多数树精与橡树共生,但其他树木也可用于共生(这通常会微妙地影响该树精的个性与外表)。树精若离开她的树300码以外,她立刻变为恶心。此后每个小时她都要通过DC15的强韧豁免来避免反胃一小时。离开共生范围24小时的树精受到1d6体质伤害,并在之后的每一天受到1d6体质伤害——最终,树精将死于分离。树精可以通过一个24小时的仪式并通过DC20的意志豁免来与另一棵树建立共生。
荒野认同(Su):如同德鲁伊的荒野认同能力一般,但树精在检定上获得+6种族加值。拥有德鲁伊等级的树精将种族加值加在荒野认同检定上。
木工(Ex):树精在与木头有关的手艺检定上获得+6种族加值,并总是视为拥有精制木工工具。
树精是一种树生精类,喜欢将森林与伐木的类人生物隔绝开来。树精最关心的是她们自身以及她们深爱的森林的生存,她们会用魔法强迫过路者协助完成她们自己无法完成的任务。树精对非邪恶的德鲁伊和游侠更友善些,因为他们都尊敬并理解大自然。
树精是温和的树木卫士,尽管她们不擅长使用直接暴力,她们可以诱捕并解除对家园的威胁,或将敌人变为盟友。一些树精会在领地内保留一个或多个被魅惑的类人生物,让他们抵抗或引走进攻者。丧失行动能力的敌人通常会被树精的盟友拖到森林边缘,留在那里,但邪恶或明显有敌意的敌人会在战斗结束后被杀死。
原文
Dryad
This strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms.
DRYAD CR 3
XP 800
CG Medium fey
Init +4; Senses low-light vision; Perception +11
DEFENSE
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 27 (6d6+6)
Fort +5, Ref +9, Will +7
DR 5/cold iron
Weaknesses tree dependent
OFFENSE
Speed 30 ft.
Melee dagger +7 (1d4)
Ranged masterwork longbow +8 (1d8)
Spell-Like Abilities (CL 6th)
Constant—speak with plants
At will—entangle (DC 15), tree shape, wood shape (1 lb. only)
3/day—charm person (DC 15), deep slumber (DC 17), tree stride
1/day—suggestion (DC 17)
STATISTICS
Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +3; CMB +3; CMD 17
Feats Great Fortitude, Stealthy, Weapon Finesse
Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8; Racial Modifiers +6 Craft (wood)
Languages Common, Elven, Sylvan; speak with plants
SQ tree meld, wild empathy, woodcraft
ECOLOGY
Environment temperate forests
Organization solitary, pair, or grove (3–8)
Treasure standard (dagger, masterwork longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Tree Meld (Su) A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.
Tree Dependent (Su) A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.
Wild Empathy (Su) This works like the druid's wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.
Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.
Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.
Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.