KING
Dryad

Dryad

Fey · no Crown (Mundane)

T2d6Minor

Tree-bound nymphs, dryads entice with beauty, entangling foes in bark and root.

Tier 2  ·  Role Minor  ·  Pool Vigor 4  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1111 base
Vigor42 x Tier, one pool. Breaks at 2, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense14--
Heart14--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Spellcasting (grove-glamour)

The dryad speaks the old fey magic of her grove, charming trespassers and calling root and bramble against any who would harm her tree.

Passive

Voice of the Grove

Speaks with beasts and plants as if they shared a language; advantage on saves against spells. Once on her turn she steps into a living tree and emerges from another living tree within 60 ft.

Maneuvers

Maneuver

False Friend

One creature within 30 ft makes a save (DC 13) or regards the dryad as a trusted friend for 1 hour; the charm breaks if the dryad or her allies harm it.

Maneuver

Entangle

Roots heave up around a tree within 60 ft. Each creature within 20 ft of it makes a save (DC 13) or is restrained; a Body check (DC 13) tears free.

Tactics

GM tactics

Turns the strongest warrior with False Friend, then uses Entangle to pin the rest. Steps through her trees if overwhelmed, retreating to the heart of her grove.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 4 total damage, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.