Oread, the Stoneheart Guardian
“Beware the whispering winds of the mountain—she’s not a rumor, she’s an Oread, and she owns the heights you dare to tread.”

Oreads appear as statuesque, ethereal women formed of stone and spirit, their skin textured like polished granite, slate, or quartz, veined with shimmering minerals. Their hair flows like cascading gravel or volcanic glass, and their eyes glow with the pale light of mountain moons. When still, they are easily mistaken for exquisite sculptures carved into cliffsides.
Behavior
Solitary and territorial, Oreads are fiercely protective of their mountain domains. They are slow to trust and faster to strike when provoked. Though reclusive, they can be unexpectedly curious about mortals—especially those who respect nature or speak in poetry. Oreads despise greed, defilement of natural spaces, and arrogance.
Habitat
Found in craggy highlands, wind-scoured peaks, and hidden alpine caves, Oreads dwell where few dare tread. They are often bound to a specific mountain or rock formation, serving as its unseen guardian. Ancient shrines or standing stones may mark their sacred groves, often mistaken for relics of forgotten gods.
Modus Operandi
Oreads prefer ambush and misdirection over open combat. They melt into stone, summon rockslides, animate boulders, or lure intruders into treacherous terrain. With an affinity for earth magic, they can shape the battlefield to their will. When enraged, they strike with crushing force—stone fists, piercing shrieks, or erupting quakes.
Motivation
Driven by an ancient bond to the earth, Oreads seek to preserve the balance and sanctity of the mountains. They act as wardens, punishing desecration and guiding the lost—if deemed worthy. Some long for forgotten songs or companionship, while others guard secrets buried deep within the stone.
Oread 5e
Oread, Pathfinder
Oread 3.5
Oread

Medium Fey, Neutral
Challenge: 6 (2,300 XP) Proficiency Bonus: +3
Armor Class
17 (natural armor)
Hit Points
110 (13d8 + 52)
Speed
30 ft., burrow 20 ft., climb 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 12 (+1) | 18 (+4) | 14 (+2) | 16 (+3) | 17 (+3) |
Saving Throws
Con +7, Wis +6, Cha +6
Skills
Nature +5, Stealth +4, Survival +6, Perception +6
Damage Resistances
Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities
Poison
Condition Immunities
Petrified, Poisoned
Senses
Darkvision 90 ft., Tremorsense 30 ft., Passive Perception 16
Languages
Common, Sylvan, Terran
Innate Earth Magic (Recharge 5–6)
The Oread can innately cast the following spells, requiring no material components:
- Stone Shape, Meld into Stone, or Earth Tremor (2nd-level) as a bonus action.
Legendary Terrain
The Oread has advantage on all ability checks, attack rolls, and saving throws while in mountainous or rocky terrain. Difficult terrain made of stone or earth does not cost her extra movement.
Stoneform (Recharge 6)
When hit by an attack, the Oread may use her reaction to instantly harden into living stone. She gains resistance to all damage from that attack and becomes indistinguishable from natural rock until the end of her next turn.
While in this form:
- She is incapacitated
- She gains total cover from ranged attacks
- She cannot be targeted by divination magic
Earthshaper Tactics
The Oread manipulates the battlefield to isolate and weaken intruders. She avoids prolonged melee combat, instead using terrain, magic, and choke points to outmaneuver her foes. She prefers ambushes, elevation, and narrow passes to fight on her terms.
Innate Spellcasting
The Oread’s innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells:
- At will: Mold Earth, Detect Magic, Thorn Whip
- 3/day: Earthbind, Spike Growth, Shatter
- 1/day: Wall of Stone, Erupting Earth
Actions
Stonefist
Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Earthen Grasp (Recharge 5–6)
The Oread slams the ground, summoning a stony hand that erupts in a 30-foot range. One creature the Oread can see must make a DC 14 Strength saving throw or be restrained for 1 minute.
- The target takes 1d8 bludgeoning damage at the start of each of its turns while restrained.
- The restrained target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Rockslide (1/day)
The Oread triggers a controlled rockfall in a 20-foot-radius area within 60 feet. Each creature in the area must make a DC 15 Dexterity saving throw.
- On a failed save: 22 (4d10) bludgeoning damage and is knocked prone
- On a success: Half damage, no prone
- The area becomes difficult terrain
Bonus Actions
Gravel Step
The Oread magically shifts through stone. She teleports up to 15 feet to an unoccupied space she can see on natural stone or earth.
Reactions
Stoneform (as described above)
Combat Strategy
- Opening Move: Wall of Stone to divide enemies or control elevation.
- Control Phase: Uses Spike Growth and Earthbind to slow or restrain priority targets.
- Ambush or Retreat: Meld into Stone or Stoneform allows her to escape or reposition.
- Burst Damage or Terrain Denial: Rockslide disrupts formations and punishes clustering.
Lore
Oreads are elemental fey spirits born of the mountains themselves. Proud and secretive, they act as guardians of high peaks, sacred stones, and deep caverns. While not inherently hostile, they respond to trespass or desecration with swift and merciless retribution. Those who show humility, poetry, or reverence may earn their guidance—or at least their tolerance.
Oread (CR 6)

XP 2,400
Female fey (earth)
N Medium fey (earth)
Init +5; Senses darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +13
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (10d6+50)
Fort +8, Ref +12, Will +9
DR 5/cold iron
Immune petrification
Resist acid 10
SR 17
OFFENSE
Speed 30 ft., burrow 20 ft., climb 30 ft.
Melee stonefist +12 (2d6+6 plus knockdown)
Special Attacks earthshaping aura, rockslide (1/day), earthen grasp (3/day)
Spell-Like Abilities (CL 10th; concentration +13)
Constant – meld into stone (self only)
At will – mold earth, detect magic, stone call
3/day – spike stones (DC 16), shatter (DC 15)
1/day – wall of stone, enhanced stone call (5d6 damage, DC 17)
STATISTICS
Str 18, Dex 20, Con 20, Int 14, Wis 16, Cha 17
Base Atk +5; CMB +9; CMD 24
Feats Improved Initiative, Combat Reflexes, Power Attack, Step Up, Lightning Reflexes
Skills Climb +16, Perception +13, Stealth +18 (+4 in rocky terrain), Knowledge (nature) +12, Survival +13
Languages Common, Sylvan, Terran
SQ earth glide (stone only), stone camouflage, legendary terrain, fey resilience
ECOLOGY
Environment temperate or cold mountains
Organization solitary, pair, or grove (3–6)
Treasure standard (gems, stone relics, enchanted minerals)
SPECIAL ABILITIES
Earthshaping Aura (Su)
The Oread radiates a 20-foot aura that subtly shifts stone and earth. This area is considered difficult terrain for enemies but not for the Oread or her allies. The effect ends in terrain not composed of natural rock or soil.
Earthen Grasp (Su) – 3/day
As a standard action, the Oread causes the ground to reach out and grab a creature within 60 feet. The target must succeed at a DC 16 Reflex save or become entangled and grappled (CMB +9) for 1 minute. The target may escape with a successful CMB or Escape Artist check.
Rockslide (Su) – 1/day
The Oread triggers a sudden collapse of stone in a 20-foot-radius burst within 60 feet. Creatures in the area take 5d6 bludgeoning damage (Reflex DC 17 half). On a failed save, they are also knocked prone and entangled for 1 round. The area becomes difficult terrain for 1 minute.
Stone Camouflage (Ex)
The Oread gains a +4 racial bonus on Stealth checks in rocky or mountainous terrain.
Legendary Terrain (Su)
While in mountainous or rocky terrain, the Oread gains fast healing 3, evasion, and ignores all penalties from difficult terrain.
Fey Resilience (Ex)
The Oread is immune to petrification, and gains a +2 bonus on saving throws against enchantment and illusion effects.
TACTICS
Before Combat:
The Oread uses meld into stone or Stealth to observe intruders. She shapes terrain using mold earth or prepares rough terrain with stone call before striking.
During Combat:
She divides groups with spike stones, restrains key foes with earthen grasp, and triggers rockslide on clustered enemies. She uses elevation, narrow paths, and difficult terrain to stay out of reach.
Morale:
The Oread retreats if reduced below 25 hp unless guarding something sacred. If enraged or provoked by defilement, she fights to the death.
DESCRIPTION
Oreads are ancient fey spirits born of mountain stone and elemental power. With granite skin and eyes like crystalline ore, they guard the highlands with silent strength. Mysterious and solitary, they may act as judges of the worthy, destroyers of defilers, or muses to wandering poets.
Oread

You see a lithe woman laughing and dancing about the mountainside. The playful woman’s beauty enthralls you. As soon as she notices you, she rushes to a large stone and steps into it, disappearing from your sight.
Relics & Rituals: Olympus
© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.
By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team
Oreads, like dryads, are linked to a feature of the natural world. In the solitary Oread’s case it is mountains and grottoes, which it protects from miners and quarrymen, fending off drastic forces of erosion. Some are servant’s of Artemis since the goddess, when she gos out hunting, prefers mounts and rocky precipices.
These wild mountain nymphs frolic on the mountainsides that serve as home. They are quite skittish, and they flee upon seeing possible danger. When frightened, they flee into the stone around them. They will defend their home from those who would destroy the stone. For this reason, they sometimes come into conflict with races who mine or those quarrying stone for building materials.
The nymphs do not associate with many races. Their beauty causes men’s hearts to race, and even some of the gods have fallen prey to their charms. Oreads are always female.
| Mountain Nymph ( Oread) | |
| Medium fey | |
| Hit Dice | 6d6+12 (39 hp) |
| Initiative | +3 (Dexterity) |
| Speed | 30 ft. (6 squares), Swim 20 ft. |
| Armor Class | +17 (+3 Dexterity, +4 deflection), touch 17, flat-footed 14 |
| Base Attack/Grapple | +3/+3 |
| Attack | dagger +6 melee (1d4/1920/x2) |
| Full Attack | dagger +6 melee (1d4/1920/x2) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Spells, spell-like abilities |
| Special Qualities | Damage reduction 10/cold iron, earth mastery, Low-Light Vision, unearthly grace |
| Saves | Fort +7, Ref +12, Will +11 |
| Abilities | Strength 10, Dexterity 17, Constitution 14, Intelligence 16, Wisdom 14, Charisma 19 |
| Skills | Climb +8, Concentration +12, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +11, Hide +12, Listen +13, Move Silently +12, Ride +5, Sense Motive +11, Spot +13, Use Rope +3 (+5 with bindings) |
| Feats | Alertness, Dodge, Weapon Finesse |
| Environment | Temperate mountains |
| Organization | Solitary or group (4-7) |
| Challenge Rating | 7 |
| Treasure | Standard |
| Alignment | Usually chaotic good |
| Advancement | 7-12 HD (Medium) |
| Level Adjustment | +7 |
Combat

Mountain nymphs prefer to flee when confronted with danger. However, if their homes are threatened, they fight back. They often use their magic to turn others to stone or to charm them into leaving them alone. If those tactics do not work, they resort to melee.
Earth Mastery (Ex): A mountain nymph gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the mountain nymph suffers a 4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Spells: A mountain nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/2/1, save DC 12 + spell level):
- 0 – cure minor wounds, detect magic, flare, guidance, light, resistance;
- 1st – cure light wounds, detect snares and pits, endure elements, longstrider, speak with animals;
- 2nd – bear’s endurance, bull’s strength, fog cloud, summon swarm;
- 3rd – call lightning, cure moderate wounds;
- 4th – spike stones.
Spell-Like Abilities:
- At will – meld into stone, soften earth and stone, stone shape, stone tell;
- 3/day – charm person, flesh to stone, stone to flesh;
- 1/day – stoneskin, suggestion.
Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Skills: A mountain nymph has a +8 racial bonus on any Climb check to perform some special action or avoid a hazard. She can always choose to take 10 on a Climb check, even if distracted or endangered. She can use the run
action while Climbing, provided she Climbs in a straight line.
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