
Matthias |

The effect is from the dryad ability Tree Dependent:
(Su) A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows—eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.
It does require a fort save for the nauseated portion so the undead dryad would become immune to that, but the sickened happens automatically with no save so I was a bit uncertain as to how those interacted.

Gauss |

Interesting. Sicken with a fort saving throw cannot affect undead. Sicken without a fort saving throw can.
Might have to add another houserule to add to my list.
Partial list of sickened effects without Fort saves (note this is cursory so might contain errors):
Touch of Evil (evil domain)
Camel's spit attack (druid companion)
Sickening Critical (feat)
Unholy Blight (spell; only if there is a good undead which there generally cannot be)
- Gauss

Matthias |

no the tree was destroyed, turning said dryad into a ghost. I am running a evil/monster campaign currently and this was someones character concept. I am reluctant to let him play it though mostly because hes just using dryad/ghost to stat stack when I asked everyone to make characters for a more political setting. I was just seeing if there was any rules on the thing that I was missing on a character audit.

MagiMaster |

Note that the actual definition of sickened is:
Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
There's no mention of anatomy or stomach issues or anything similar. Some abilities use the standard name even if it doesn't perfectly match the fluff because the mechanical effects are right.

Bobson |

Note that the actual definition of sickened is:
PRD wrote:Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.There's no mention of anatomy or stomach issues or anything similar. Some abilities use the standard name even if it doesn't perfectly match the fluff because the mechanical effects are right.
Yep.
By RAW, if you have a non-save, reflex save, or non-mind-affecting will save that causes sickened, then undead are subject to it. If you want, you can treat it as a disruption to the force that animates them, so that they can't move as smoothly, or something.

joriandrake |
I would let it, but only if the setting is fitting and it makes sense. It would most certainly freak out a lot of usual NPC-s and PC-s, but in a dark world full with undead or on another plane (or Spelljammer) it would work. While I can see how an undead dryad can be exotic and interesting, if the game is political as you say it I would rather consider a variant of a vampire or a dhampir instead.
I say congrat him on his imagination but ask to change his character, in addition consider asking him to hand the char sheet of the ghost over, so you could use it as an NPC, maybe adding a quest or two to it, as example to take vengeance on the destroyers of the forest its tree was in, or to find the last surviving seed of that tree (which may either restore the dryad to life, or allow a new one -daughter- to be born)

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Consider if you really want players stacking multiple monster types on each other; can't they be special enough with just one monster? Also, blending monsters has heightened risk of cheesy rule funniness.
Second, just because you're playing monsters, should you really be allowing every kind of monster? I'd be very careful with Incorporeal monsters, as it's a very powerful trait that grossly expands the things you can do (kill people without magic with impunity, they have no way of stopping you, walk through the dungeon walls). Likewise with Create Spawn ability; that could also get out of hand.