KING
Dryad Sister

Dryad Sister

Fey · no Crown (Mundane)

T3d8Minor

Linked tree nymphs, dryad sisters share visions, forests alive with their will.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind16--
Sense16--
Heart16--
Cunning18--
Fate16--

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

Passives

Passive

Spellcasting (root-and-briar druidry)

Bonded twin to her sister-tree, the dryad sister weaves the forest's will into grasping green and swift passage, sharing every spell and sense across the grove.

Passive

Sister Bond

While within 1 mile of her sister, each perceives through the other's senses; within 30 ft of each other, both gain +1 AC. Advantage on saves against spells.

Maneuvers

Maneuver

Tree Stride

Steps into a living tree and emerges from another within 60 ft. When her sister is attacked, she may Tree Stride immediately as a reaction.

Maneuver

Grasping Vines

Two 15 ft patches of ground within 60 ft (one per sister) erupt with grasping roots. Each creature in either patch makes a save (DC 15) or is restrained; a Body check (DC 15) tears free.

Tactics

GM tactics

Sisters fight in tandem, coordinating through the Sister Bond. One holds the front while the other brings up Grasping Vines behind it. Both Tree Stride constantly to reposition, and neither is ever caught alone. Defending their grove is their sole purpose.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.