Homebrew:Dryad, Urban
(OOC: This is an implementation of the Urban Dryad monster from Xanathar's Lost Notes to Everything Else)
When forests are cleared to make lumber or to make room for new cities, their fey inhabitants usually return to the Feywild. Some, however, remain to ensure nature survives in even the most civilized of places.
The elder dryads refuse to let the land perish beneath stone and structure. These stubborn defenders of nature bind fey spirits to weeds creating urban dryads that grow in the cracks between buildings and cobblestone.
Shy and secretive, they are nocturnal creatures who travel amongst the shadows and the interstices no one notices. At night they move with an uncanny speed through their neighborhoods, tending to their kindred flora before dawn. By day they hide and rest, blending in with the city as weeds or ivy cascading down the sides of buildings.
Over time they’ve evolved as a part of the city, and fight to protect its natural spaces just as they fought to protect their forests in ancient times.

Urban Dryad
Medium fey, neutral
Armor Class 13 (unarmored)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
16 (+3)
15 (+2)
14 (+2)
14 (+2)
18 (+4)
Skills Perception +5, Stealth +7, Insight +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft.; passive Perception 15
Languages Common, Elvish, Sylvan
Innate Spellcasting. The urban dryad's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: druidcraft
2/day each: earth tremor, goodberry, thorn whip
1/day each: calm emotions, earthbind, pass without trace
False Appearance. While hidden or resting, an urban dryad is indistinguishable from a mass of ivy creepers.
Magic Resistance. The urban dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The urban dryad can communicate with beasts and plants as if they shared a language.Multiattack. The urban dryad makes two lash attacks.
Lash. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d6 + 1) slashing damage plus 11 (2d10) poison damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 11 (2d10) poison damage.
Shadow Walk. Once on its turn, the urban dryad can step magically from one shadow within its reach and emerge from a second unoccupied shadow within 60 feet of the original shadow.Description
Urban dryads are indifferent to citizens of the city. They obey the elder dryads’ orders to preserve what nature remains within the city, and create urban sproutlings to help them in their fight.
Urban dryads live in city parks and on the sides of overgrown buildings using their long ivy manes to remain unseen.Urban Sproutling
Small fey, neutral
Armor Class 13 (unarmored)
Hit Points 13 (3d6 + 3)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
16 (+3)
13 (+1)
6 (-2)
8 (-1)
10 (+0)
Skills Acrobatics +5, Stealth +7
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius); passive Perception 12
Languages Common, Sylvan
False Appearance. While hidden or resting, the sproutling is indistinguishable from a common weed.
Magic Resistance. The sproutling has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The sproutling can communicate with beasts and plants as if they shared a language.Multiattack. The urban sproutling makes one bite attack and one claw attack.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) poison damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damageDescription
Urban sproutlings report to and serve the urban dryads. They travel in bunches of six, secretly transporting goods or messages to locals and other dryads by leaving the items in designated places.
Sproutlings are bound to a specific neighborhood, and burrow into cracks in the cobblestones to remain hidden.
Elder Dryad
Medium fey, neutral
Armor Class 15 (natural armor)
Hit Points 105 (14d6 + 56)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
16 (+3)
18 (+4)
14 (+2)
17 (+3)
18 (+4)
Skills Perception +4, Stealth +5, Persuasion +7
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft.; passive Perception 14
Languages Common, Elvish, Sylvan
Innate Spellcasting. The elder dryad's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: commune with nature, meld into stone, sleep
3/day: spike growth
1/day: blight
False Appearance. While hidden or resting, an elder dryad is indistinguishable from a flowering azalea or another local shrub.
Magic Resistance. The elder dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The elder dryad can communicate with beasts and plants as if they shared a language.Multiattack. The elder dryad makes three melee attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage plus 11 (2d10) poison damage.
Entangling Roots. The elder dryad can animate roots in the ground in a 15-foot square within 30 feet of it. These roots turn the ground in that area into difficult terrain. A creature in that area when the effect begins must make a successful DC 15 Strength saving throw or be restrained by entangling roots. A creature restrained by the plants can use its action to make a DC 15 Strength (Athletics Strength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check, freeing itself on a successful check. The effect ends after 1 minute or when the elder dryad dies or uses entangling roots again.
Description
Elder dryads negotiate with the most powerful factions of a city to ensure their cooperation toward the best interests of the dryads. Some nobles even pass laws protecting natural spaces in hopes of gaining access to the city-spanning network of urban dryads as a way to transport goods or information. In most matters, the elder dryad remains neutral but is more often swayed to protect the natural order of things.
The elder dryad isn't bound to any neighborhood, and can move freely within its city but can’t leave the city itself.