Hamadryad
A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, she loathes such separation. All nonevil woodland creatures acknowledge her as the wisest of dryads and respect her gifts of healing and diplomacy. In most forests, a hamadryad is the sister or wife of an erlking, and represents the protective, patient, and nurturing aspect of nature. With her healing magic, she can relieve the suffering of a dryad whose tree has been killed and sustain her long enough for her to bond with another tree.
A hamadryad prefers to avoid direct confrontations, instead using her magic and allies to divert, confuse, and even befriend any would-be enemies. Her powers allow her to speak with or quickly travel to her subjects even when they are in the most remote parts of the forest. As a consequence, little happens in the forest without her knowledge, and those who enter her realm would do well to remember this.
- HP
- 190 (20d6+120); fast healing 5
- AC
- 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
- Speed
- 30 ft.
- Init
- +6
- Melee
- mwk dagger +16/+11 (1d4+5/19–20)
- Ranged
- +2 speed composite longbow +18/+18/+13 (1d8+7/×3)
- BAB
- +10
- CMB
- +11
- CMD
- 28
- Fort
- +12
- Ref
- +18
- Will
- +18
- DR
- 10/cold iron
- Racial Modifiers
- +8 Craft (wood)
Weapons: Simple
Druid Magic — A hamadryad can use any magic item as if she were a 20th-level druid.
Tree Meld — A hamadryad can meld with any tree (similar to meld into stone) and can remain melded with a tree as long as she wishes.
wild empathy
Woodcraft — A hamadryad has a +8 racial bonus on Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when attempting such checks.
Alertness, Combat Casting, Dodge, Great Fortitude, Improved Iron Will, Iron Will, Mounted Combat, Stealthy, Toughness, Weapon Finesse
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.</p>
<p class="stat-block-1"> You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Bluff +29, Climb +14, Craft (wood) +12, Diplomacy +29, Escape Artist +19, Handle Animal +16, Heal +9, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +27, Knowledge (nobility) +9, Perception +31, Perform (any one) +19, Ride +16, Sense Motive +19, Spellcraft +14, Stealth +19, Survival +14
- Type
- Fey
- Alignment
- CG
- Size
- Medium
- Environment
- temperate forests
- Organization
- retinue (1 plus 2–5 dryads) or court (1 plus 2–12 centaurs, 2–12 dryads, 2–8 satyrs, and 1–2 treants)
- Treasure
- triple (+2 speed composite longbow [+5] with 20 arrows, masterwork dagger, other treasure)
- Senses
- low-light vision; Perception +31
- Languages
- Common, Elven, Sylvan; speak with animals, speak with plants, tongues
- Source
- Bestiary 4
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Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Casting (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mounted Combat (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stealthy (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Toughness (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Animals (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Speak With Plants (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Entangle (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Hold Animal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rusting Grasp (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Wood Shape (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Charm Person (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Confusion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Deep Slumber (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Neutralize Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sending (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Suggestion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Tree Stride (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Call Lightning Storm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Changestaff (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heroism, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Liveoak (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Summon Nature's Ally VIII (Spell)House/Core — covered by the site's Section 15.
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