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moustre ([personal profile] moustre) wrote2021-04-29 05:56 am

BESTIARY: dryad

AeternaeArachneChimeraDragonDryad
FaeFaunHarpyMerrowNagaPuca
SaganiTurnskinVampire


MONSTER NOTE
▪ Dryads can take their characteristics from up to three different real world species of plants, trees, or fungi, with one being the dominant influence and the others being secondary or tertiary.

MONSTER PERKS
▪ Dryads can encourage plants, trees, and fungi to grow rapidly, especially those they have an affinity for. They can also manipulate plants to their advantage, such as tying up an attacker with vines, but this requires quite a bit of energy.
▪ A natural affinity for the earth. A Dryad can tell just by touching the condition of the soil for growing, if the water is polluted, or if plants are sick or infested. For most plants, they know innately what conditions are needed, and how to cultivate them.
▪ As long as their head and heart remain intact, a Dryad can, over time, regrow their own lost limbs.
▪ Minor healing magic. With a touch to the injury and a transfer of their own innate magical energy, they can heal small wounds and illnesses in others, and can cure poisoning in others. This ability is difficult to target; smaller wounds may close up before bigger ones if many are present.

WEAKNESSES
▪ More susceptible to the Cwyld, due to their innate connection to the flow of magic through the earth and their plant physiology - plantlife is usually the first thing in an area to become infected.
▪ Dryads have a fear of fire that is nearly written into their DNA. A healthy fear, since Dryads are intensely weak to fire, more than any other Monster - even a candle flame is enough to make one nervous, and if their hair or clothing catch, it will spread quickly and do quite a lot of damage.
▪ Dryads must spend a certain amount of time per month outside the city to recharge. The closer to nature, the more sunlight they can get, the better. Gardens may sate this need temporarily, but Aefenglom is far from a Dryad's natural habitat, and so city life may not agree with them.

Dryads are sentient creatures more plant than animal, more in tune with the land than the people on it, save for Fauns, who they lived closely with in the times before. A race long thought to be extinct on Geardagas, the first living Dryads seen in hundreds of years were freed from the Heart Tree by Mirrorbound, with the destruction of the Cwyldheart that kept them frozen in time. While most of the tribe departed to find and free other frozen Dryads, a pair remained at the Coven to teach newly changing Dryads about their new forms. Dryads are regarded with awe by people who have never seen one before.



▪ Green or green-tinted skin with visible, leaf-like veins. This can range anywhere from a green flush to heavily pigmented green skin. Other colors are allowed as well if present in the plants the character is based on. For example, a Black Lace Elderberry Dryad may also have a purple tone to their skin.

▪ Leafy, mossy, grassy, or vine-like hair.

▪ Pointed ears, or ears that resemble leaves or petals.

▪ Green or amber-colored sap running through the veins instead of blood. Dryads tend to bleed out slower than other Monsters due to the thick viscosity of their sticky lifeblood.

▪ The ability to encourage plants, trees, and fungi to grow rapidly, as well as exerting a level of control over nearby plants. Both expend energy, and Dryads can only control plants that they themselves have grown. For example, a Dryad can grow several vines, and then use them to tie up an attacker.

▪ A heightened need for fresh water. Dryads dehydrate quicker than all other Monsters, except Merrow. With sufficient water, sunlight, and time spent outdoors in more natural settings, they do not require food.

▪ A wilder or more Monstrous appearance during full moons. This can mean the Dryad grows extra foliage, elongated limbs, or roots on the fingers and toes. During the full moons, city-dwelling Dryads will often feel the urge to feel dirt under their feet - either by returning to the Wilde, or taking over a garden or greenhouse, the closer to nature the better. They may find themselves more disgusted by people "abusing" nature, cutting down trees or mowing grass, etc. If a Dryad resists their natural urges too strongly and spends too much time in the city, they risk going mad or withering and growing ill.



▪ A Dryad may grow patches of bark on their skin like a protective covering, similar to an insect's chitin. This bark is generally tougher, protecting from cuts and scrapes, and even some small weapons, but it is still not fully impervious to harm. A downside to this, Dryads with a heavy covering of bark armor catch on fire easier.

▪ Dryads may grow flowers, herbs or mushroom caps in their hair or on their body. These are part of the Dryad's body, and while they may be naturally shed, if they're cut off or plucked it will cause the Dryad some degree of pain.

▪ May take on some of the characteristics of the plants they're based on. They may become toxic if they're part nightshade, or cause rashes in other people if part poison ivy, etc. They may emit spores or change colors with the seasons or lose leaves in the fall, it depends on the individual.

▪ May develop more of an affinity for music and dance.

▪ May find themselves more drawn to friendships with Fauns than other Monsters. Dryads and Fauns typically lived close together in intermingling communities before the Dryads were made extinct.

▪ Dryads who have completed most of their changes can shift into a stationary plant form to escape danger or detection. In this form, the Dryad is fully aware, can see and hear and even feel, but they cannot move around or speak until they change back. This shift is difficult to master if the Dryad is still fighting their changes or instincts and is easier to accomplish during full moons.

▪ Possible psychological changes that come with their respective Dryad, Nymph, or other plant-person lore. Note that extra abilities based on general lore must be run by the mods first.


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