14 (18 with barkskin)
65 (10d10+ 10)
40 ft.
Perception +7, Stealth +6
Sylvan, Elvish
5
The dryad queen's innate spellcasting ability is Charisma (spell save DC 15, +9 to hit with spell attacks). The dryad queen can innately cast the following spells, requiring no components. • At will: druidcraft, goodberry • 3/Day: entangle, shillelagh, thorn whip • 1/Day: barkskin, dispel magic, pass without trace, plant growth, spike growth
The dryad queen has advantage on saving throws against spells and other magical effects.
Once on each of its turns, the dryad queen can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
The dryad queen can communicate with plants and beasts as if they shared a language.
The dryad queen makes two attacks with her club.
Melee Weapon Attack: +5 to hit (+9 to hit with shillelagh), reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
The dryad queen targets one humanoid or beast she can see within 30 ft. of her. If the target can see the dryad queen, it must make a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad queen as a trusted friend to be heeded and protected. Although the target isn't under the dryad queen's control, it takes the dryad queen's requests or actions in the most favorable way it can. Each time the dryad queen or its allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, or until the dryad queen dies, is on a different plane of existence than the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad queen's Fey Charm for the next 24 hours. The dryad queen can have no more than one humanoid and up to three beasts charmed at the same time.