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This beautiful woman appears as a dryad except for the silvery horn protruding from her head.

Hoppercorn CR 4

XP 1,200
CG Medium fey
Init +4; Senses low-light vision; Perception +11


AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 27 (6d6+6)
Fort +5, Ref +9, Will +7; +2 resistance vs. evil; poison
DR 5/cold iron Immune charm, compulsion
Weaknesses homebound


Speed 30 ft.
Melee dagger +8 (1d4)
Ranged masterwork longbow +9 (1d8)
Spell-Like Abilities (CL 5th; concentration +9)

Constant—speak with animals; protection from evil
At will—entangle (DC 15)
charm person (DC 15), deep slumber (DC 17), cure light wounds
1/day—suggestion (DC 17), cure moderate wounds


Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +4; CMB +4; CMD 18
Feats Great FortitudeStealthyWeapon Finesse
Skills  Acrobatics +13, Climb +9, Escape Artist +15, Handle Animal +10,Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8
Languages Common, Sylvan, Elven
SQ homebound, mental hop, unicorn bond


Homebound (Su)

A hoppercorn is never far from their home. A hoppercorn will designate a forest as her home. It is an area of 1d12x5 miles, but it can be smaller if she chooses. This is otherwise similar to the dryad's tree dependent quality except the hoppercorn will make a physical shelter (or take a natural one such as a cave) and can not physical go further than 300 feet of it on her own. With the hoppercorn's permission one can move her to a new home.

Mental Hop (Sp)

While a hoppercorn cannot physically leave her shelter, she can "hop" or mentally project herself anywhere within her home without error at will. However this mental projection is invisible and incorporeal. Creatures with the see invisibility spell can see this projection but the hoppercorn cannot communicate with them outside of visual cues unless she becomes corporeal, see below, or a mental link is established. She may also use speak with animals to communicate with the local fauna. She is affected by force spells as normal.

Once per day, a hoppercorn can make herself both visible and corporeal for 1d4 minutes. The hoppercorn can interact and use spell-like abilities as if she were physically there and is equally vulnerable. If reduced to 0 hit points or below in this form, the hoppercorn's projection "hops" back into her body and she immediately dropped to -1 hit points and is stable. However she remains in a coma for as many hours as minutes she would have stay corporeal. The only true way to slay a hoppercorn is to kill her in her shelter.

Unicorn Bond (Su)

Due to her nature, a hoppercorn can bond with a mateless unicorn. Such bonds are permanent and the two will work together to protect their chosen forest, the hoppercorn aware of any threats and the unicorn quelling them. The hoppercorn has a mental connection with her unicorn, allowing them to share senses and thoughts. If a hoppercorn has such a bond, raise the CR by 1.