Elder Dryad

Small Fey, Neutral

Armor Class

15

Hit Points

105 (14d6 + 56)

Speed

30 ft.

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.

Languages

Common, Elvish, Sylvan

Challenge

6

Proficiency Bonus

+2

Innate Spellcasting

The urban 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, the 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 urban sproutling makes one bite attack and one claw attack.

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.