Homebrew:Dryad, Urban: Difference between revisions

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{{ooc note|This is an implementation of the Servo monster from [[Plane Shift: Kaladesh]]}}
{{ooc note|This is an implementation of the Urban Dryad monster from [[Xanathar's Lost Notes to Everything Else]]}}


[[file:servo.jpg|right|340px]]
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.
 
[[file:urban dryad.jpg|right|340px]]
== Urban Dryad ==
<div style="width:calc(100% - 400px)">{{monster block
<div style="width:calc(100% - 400px)">{{monster block
|column1=<span style="font-size:170%">Servo</span>
|column1=<span style="font-size:170%">Urban Dryad</span>
 
''<span style="color:black">Medium fey, neutral</span>''
<hr>
'''Armor Class''' 13 (unarmored)
 
'''Hit Points''' 78 (12d8 + 24)


''<span style="color:black">Tiny construct, unaligned</span>''
'''Speed''' 30 ft.
<hr>
{{monster stats|10|16|15|14|14|18}}
<hr>
<hr>
'''Armor Class''' 10 Natural Armor
'''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


'''Hit Points''' 10 (3d4 + 3)
<div class="flexrow between-spaced">
<div>'''Challenge''' 5 (1,800 XP)</div>
<div>'''Proficiency Bonus''' +3</div>
</div>
<hr>
'''''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: ''[[spell:druidcraft|druidcraft]]''<br>
2/day each: ''[[spell:earth-tremor|earth tremor]]'', ''[[spell:goodberry|goodberry]]'', ''[[spell:thorn-whip|thorn whip]]''<br>
1/day each: ''[[spell:calm-emotions|calm emotions]]'', ''[[spell:earthbind|earthbind]]'', ''[[spell:pass-without-trace|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.
|column2=<span style="font-size:140%;display:block;border-bottom:1px solid #333">Actions</span>
'''''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.}}</div>
 
== Urban Sproutling ==
{{monster block
|column1=<span style="font-size:170%">Urban Sproutling</span>
 
''<span style="color:black">Small fey, neutral</span>''
<hr>
'''Armor Class''' 13 (unarmored)
 
'''Hit Points''' 13 (3d6 + 3)


'''Speed''' 20 ft.
'''Speed''' 20 ft.
<hr>
<hr>
{{monster stats|4|11|12|3|10|7}}
{{monster stats|12|16|13|6|8|10}}
<hr>
<hr>
'''Senses''' Passive Perception 10
'''Skills''' Acrobatics +5, Stealth +7


'''Languages''' &mdash;
'''Condition Immunities''' blinded, deafened
 
'''Senses''' blindsight 60 ft. (blind beyond this radius); passive Perception 12
 
'''Languages''' Common, Sylvan


<div class="flexrow between-spaced">
<div class="flexrow between-spaced">
<div>'''Challenge''' 0</div>
<div>'''Challenge''' 1/2 (100 XP)</div>
<div>'''Proficiency Bonus''' +2</div>
<div>'''Proficiency Bonus''' +2</div>
</div>
</div>
<hr>
'''''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.
|column2=<span style="font-size:140%;display:block;border-bottom:1px solid #333">Actions</span>
'''''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 damage
|description=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 ==
{{monster block
|column1=<span style="font-size:170%">Elder Dryad</span>
''<span style="color:black">Medium fey, neutral</span>''
<hr>
'''Armor Class''' 15 (natural armor)
'''Hit Points''' 105 (14d6 + 56)
'''Speed''' 30 ft.
<hr>
{{monster stats|13|16|18|14|17|18}}
<hr>
'''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
<div class="flexrow between-spaced">
<div>'''Challenge''' 6 (2,300 XP)</div>
<div>'''Proficiency Bonus''' +3</div>
</div>
<hr>
'''''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: ''[[spell:commune-with-nature|commune with nature]]'', ''[[spell:meld-into-stone|meld into stone]]'', ''[[spell:sleep|sleep]]''<br>
3/day: ''[[spell:spike-growth|spike growth]]''<br>
1/day: ''[[spell:blight|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.
|column2=<span style="font-size:140%;display:block;border-bottom:1px solid #333">Actions</span>
|column2=<span style="font-size:140%;display:block;border-bottom:1px solid #333">Actions</span>
'''Claw.''' ''Melee Weapon Attack:'' +0 to hit, reach 5 ft., one target. ''Hit:'' 1 slashing damage.
'''''Multiattack.''''' The elder dryad makes three melee attacks.
|description=Servos are tiny constructs that function as personal assistants. They are often seen perched on the shoulders of their inventors, acting as a fashion statement as well as a useful extra hand. Servos are small enough to be grasped in one hand, with tiny gears providing impressive motive force from a small aether supply. They rarely stray far from their inventor-masters, but they can be sent to carry messages or perform similar tasks.
 
'''''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}}) check, freeing itself on a successful check. The effect ends after 1 minute or when the elder dryad dies or uses entangling roots again.
 
'''''Shadow Walk.''''' Once on its turn, the elder 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=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.


A servo can serve as a familiar to a character with the [[homebrew:Servo Crafting|Servo Crafting]] feat.
The elder dryad isn't bound to any neighborhood, and can move freely within its city but can’t leave the city itself.}}
}}</div>
[[category:homebrew monsters]]
[[category:homebrew monsters]]

Latest revision as of 11:48, 13 June 2023

(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

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

Challenge 5 (1,800 XP)
Proficiency Bonus +3

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.
Actions

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

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

Challenge 1/2 (100 XP)
Proficiency Bonus +2

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.
Actions

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 damage

Description

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

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

Challenge 6 (2,300 XP)
Proficiency Bonus +3

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.
Actions

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 (AthleticsStrength (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.

Shadow Walk. Once on its turn, the elder 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

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.