Hit Dice: 10d12 (65 hp)
Speed: 40 ft (8 squares)
Armor Class: 21 (+6 Dexterity, +5 natural), touch 16, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: Slam +12 melee (1d4+1 and energy drain)
Full Attack: Slam +12 melee (1d4+1 and energy drain)
Space/Reach: 5 ft/5 ft
Special Attacks: Create Spawn, Death Creepers, Energy Drain, Spell-like Abilities
Special Qualities: Damage Reduction 5/cold iron and good, darkvision 60 ft, turn resistance +2, undead traits
Saves: Fort +3, Ref +9, Will +9
Abilities: Str 12, Dex 23, Con -, Int 14, Wis 15, Cha 20
Skills: Bluff +11, Escape Artist +11, Handle Animal +11, Hide +16, Knowledge (nature) +12, Knowledge (religion) +10, Listen +11, Move Silently +18, Ride +8, Spot +11, Survival +9, Use Rope +6 (+8 with bindings)
Feats: LifedrainLM, LifesenseLM, Weapon Finesse, Weapon Focus (Slam)
Environment: Temperate forests.
Organization: Solitary, or coven (4-7)
Challenge Rating: 6
Alignment: Always Neutral Evil
Advancement: 8-14 HD (Huge), 15-30 HD (Gargantuan), 31+ HD (Colossal)
Level Adjustment: Ė
She stands before you, a pale and beautiful woman, skin beech white, hair the brown-red of an autumn leaf. Her movement is graceful like a dancers, or a cats. No, the fluidity of her movements carry something else, some menace like that of a poisonous viper, as if she intends to strike and slay you at the first sign of weakness.
It is very uncommon for a dryad to become an undead creature. Even so it does happen. When necromantic energies snuff out the life force of a dryad, or worse still her bonded tree, sometimes she and it will rise again as a variety of wight. A dryad wight that drains one of her sisters of life in so doing creates another dryad wight. A dryad whose tree is killed by a vampiric treantís powers will return as a dryad wight as well.
A dryad wight has a significant advantage over a traditional wight in that they look more alive. They are pale, unearthly so, but their fey nature can disguise this at least for a time. Their transformation into a wight leaves them unbound from their tree, though it rises as well as a deadwood which obeys their commands absolutely.
Dryad wights speak the same languages they did when they were alive, usually Common, Elven, and Sylvan.
A dryad wight engages in close combat much like any other wight. They will use their beauty to attempt to lure enemies within armís reach, often pointing to a sickly tree and claiming it is their home and that they need the aid of a noble adventurer, only to trick the mortal into their reach to drain them of life. They will use Charm Person and Suggestion to facilitate such attempts. Alternatively they will use their stealth to creep close to a foe unsuspecting in the night and strike from hiding. Entangle will sometimes be used to hold enemies in place, or the help of deadwoods.
Create Spawn (Su): Any humanoid slain by a dryad wight becomes a wight in 1d4 rounds. Any dryad slain by a dryad wight becomes a dryad wight in 1d4 rounds, their tree becoming a deadwood after 1d4 minutes. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Death Creepers (Su): As a swift action a dryad wight may extend a mass of spectral vines. The dryad wight makes a melee attack on each enemy within 5-ft at their highest attack bonus (as a natural weapon) which deals 1d6+1 (strength) damage and inflicts 1 negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 10 temporary hit points (due to lifedrain).
Energy Drain (Su): Living creatures hit by a dryad wightís slam attack gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 10 temporary hit points (due to lifedrain).
Spell-like Abilities: 5/day Command Undead (DC 17); 3/day Charm Person (DC 16), Entangle (DC 16), Speak with Plants, Tree Stride; 1/day Suggestion.
Skills: A dryad wight gains a +4 racial bonus to Move Silently checks.