HALF-DRYADS
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–4 Strength, –4 Constitution, +2 Intelligence, +4 Dexterity
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Medium: As Medium creatures, half-dryads have no special
bonuses or penalties due to their size.
- Half-dryad base land speed is 30 feet.
- Low-Light Vision: A half-dryad can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor illumination.
He retains the ability to distinguish color and detail under these conditions.
- Human Blood: For all effects related to race, a half-dryad is considered
human.
- Dryad Heritage (Ex): A half-dryad is immune to the gaze attacks and beauty
effects of fey. A half-dryad is also vulnerable to cold iron, and takes
150% damage from weapons made from cold iron.
- Plantlike (Ex): A half-dryad is vulnerable to fire, and takes 150% damage
from fire or heat. He casts all spells with the fire descriptor at –1 to
caster level, and all transmutation spells at +1 to caster level.
- Trackless Step (Ex): A dryad leaves no trail in natural surroundings and
cannot be tracked. He may choose to leave a trail if so desired.
- Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Aquan, Terran.
- Spell-Like Abilities: 1/day—entangle, barkskin, speak with plants. Caster level equal to character level.
- Favored Class: Ranger. A multiclass half-dryad’s ranger class levels do not count when
determining whether or not he takes an experience point penalty.
A half-dryad is the rare product of a successful mating between a dryad and a
human. Often mistaken for elves, half-dryads usually grow up with their
dryad mother. Such an upbringing may guide a youngster into having a
similar reverence for nature – or it may cause him to reject the ways of nature,
turning to banditry or some other path. Half-dryads have none of the
special attacks of their mothers, but inherit their agility, and all have some
inborn magic from their fey blood. Half-dryads count as human, but age as
elves do.
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2005 Moritheil. DnD 3.5, which most of the material is based on, is
Copyright Wizards of the Coast.