Frozen Dryad
A traveler passing through a forest that is covered with snow and ice might hear a warm laugh, luring him into the unknown depths of the woods in his desire to escape this cold and unpleasant place.
Adaptation. The frozen dryads evolved because their hometrees were frozen by a magical accident centuries ago. They had to adapt to this condition and absorbed the magic power to save the trees from dying. While this made them stronger and granted them new abilities, they could not wholly save their trees. However they used this to their advantage in future generations. The dryads learned to transmutate the bark of their trees into magical ice, this way, the now coldblooded dryads could bond better with them. This also brought up more benefits as the trees started to grow without water, air or sunlight because the ice covered the whole tree and prevented it from growing. Instead the ice bark absorbed the ambient magic step by step to expand indefinitely, as long as there is magic near the tree. As a result, these trees didn't get cut down by other creatures to create timber or firewood. Today frozen dryads live mostly in arctic areas in evergreen forests.
Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. If these new formed dryads come into contact with frozen dryads, they will be transformed by them like they do with their trees.
These bindings are often done as a punishement when the fey spirit falls in love with a mortal and that love is forbidden. A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.
Reclusive Fey. Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed.
Frozen dryads work with other sylvan creatures to defend their forests. Snow Fluffs and a few satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home.
Woodland Magic. Frozen dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a frozen dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells and can cover bodyparts and weapons with ice as well as produce small objects made from ice.
Frozen Dryad
Medium fey, neutral
- Armor Class 12 (16 with barkskin)
- Hit Points 35 (6d8 + 6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 20 (+5)
- Skills Perception +5, Stealth +6
- Damage Vulnerabilities bludgeoning
- Damage Immunities cold
- Senses darkvision 60 ft., passive Perception 15
- Languages Elvish, Sylvan
- Challenge 2 (450 XP)
Innate Spellcasting. The dryad's innate spellcasting ability is Charisma (spell save DC 15). The dryad can innately cast the following spells, requiring no material components:
At will: druidcraft
4/day: goodberry
2/day each: barkskin, frost wave, ice ward, pass without trace
Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, the dryad can use 10 feet of her movement speed to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.
Actions
Ice Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 3 (1d6) cold damage.
Icicles. Ranged Weapon Attack: +4 to hit, range 60/200 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) cold damage
Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad it must succed on a DC 16 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryads control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from 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's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Ice Ward
1st-level abjuration
Casting time: 1 reaction, which you take when you are hit by an attack
Range: Self
Components: V, S, M (a shard of ice inside a tiny glass sphere)
Duration: Instantaneous
You throw up your hands as you are attacked, and icy symbols protect you from harm and slow your assailants.
Until the start of your next turn, you have resistance to slashing, piercing, and bludgeoning damage, including against the triggering attack. While you have these resistances you are also vulnerable to fire damage. If the triggering attack was a melee attack, the triggering creature has their speed reduced by 10 feet until the start of your next turn.
Source: https://www.dandwiki.com/wiki/Ice_Ward_(5e_Spell)
Frostwave
1st-level evocation
Casting time: 1 action
Range: Self (10-foot circle or 15-foot cone)
Components: V, S
Duration: Concentration, up to 1 minute
A spray of crystal laden cold sweeps out from you to deter movement. When casting this spell, you choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain.
A creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check.
When the spell ends, the frost dissipates harmlessly.
Source: https://www.dandwiki.com/wiki/Frostwave_(5e_Spell)
Created by CopyAbility