The Aethervale

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monster

Hamadryad

Hamadryad
Hamadryad
CR 2
Medium Fey, Chaotic Neutral
Reveal Stat Block
Armor Class
13
Hit Points
32 (5d8 + 10)
Speed
30 ft.
str
10
+0
dex
16
+3
con
14
+2
int
14
+2
wis
10
+0
cha
15
+2

Traits

Magic Resistance.The hamadryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants.The hamadryad can communicate with Beasts and Plants as if they shared a language.
Tree Stride.Once on her turn, the hamadryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large in size or bigger.

Actions

Multiattack.The hamadryad makes two Claw attacks.
Claw.mw 5 to hit, range 5 ft., one target. ({@damage 1d4 + 3) plus 10 (3d6) poison damage.

Hamadryad

I cannot drink the water. My roots grow black and rotten. I cannot drink the water. My leaves wither and die. I cannot drink...

It is a sad thing when one of nature's most beautiful fey is corrupted into a hamadryad. Be careful about feeling too much sympathy for them, for they are fearsome when someone trespasses into their territory.

These fey come into being when the home tree of a dryad is destroyed or becomes corrupted by foul magic. If the dryad isn't killed she slowly wastes away and over the course of several months becomes a hamadryad. Hamadryads are mad creatures that seek vengeance against any non-fey that wanders into the deep places of the wood that is their home.

Beauty Lost

Hamadryads do not retain the beauty that they had before whatever tragedy befell them. Their mouths have vanished and their laughter is forever gone. The beautiful feminine forms dryads are famed for have become twisted. Their emerald skin is grey and sickly and their very touch is corrupt and poisonous.

Madness

Hamadryads rarely behave in a manner that seems rational. They might viciously attack an intruder and then vanish, only to return later when their mood changes. Sometimes they might help a group of adventurers against evil creatures only to turn on the adventurers once their mutual foe is vanquished.