12 (16 with barksin)
55 (10d8 + 10)
30 ft.
Perception +6, Persuasion +8, Stealth +5
poison
poisoned
darkvision 60 ft.
Elvish, Undercommon
3
The dryad's innate spellcasting ability is Charisma (spell save DC 15). The dryad can innately cast the following spells, requiring no components. • At will: detect evil and good, druidcraft, poison spray • 3/Day: dispel evil and good, entangle, silence • 1/Day: barkskin, pass without trace, shillelagh
The dryad has advantage on saving throws against spells and other magical effects.
Once on her turn, the dryad can use 10 feet of her movementto step magically into one living mushroom within her reach and emerge from a second living mushroom within 60 feet of the first mushroom appearing in an unoccupied space within 5 feet of the second mushroom. Both mushroom must be Large or bigger.
The dryad can communicate with beasts and plants as if they shared a language.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.