Page 146 - Dragonix - DM Options, Monster Talents II
P. 146
The eladrin can innately cast the following spells,
requiring no material components:
1/day each: enervation, sleet storm
Legendary Actions
Type: Action.
Talent Cost: 4 (Counts as 4 Talents).
The eladrin gains 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The eladrin regains spent
legendary actions at the start of its turn.
Move. The eladrin moves up to half its speed
without provoking opportunity attacks.
Attack. The eladrin makes a longsword or longbow
attack.
Gust of Wind. The eladrin casts gust of wind.
Freezing Smite (3/Day)
Type: Trait.
Freezing Smite (3/Day). As a bonus action, when
the eladrin hits a creature with a weapon attack, it
can deal an extra 13 (3d8) cold damage and if the
Winter Eladrin target isn't immune to cold, it must succeed on a
DC 16 Constitution saving throw. On a failed save,
The winter eladrin (CR 10) can have a maximum of the creature's speed its speed is halved, it can't
4 talents. take reactions, and it can take either an action or a
bonus action on its turn, not both. The effects last
until the start of the eladrin's next turn.
Innate Spellcasting
Type: Trait.
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
The eladrin can innately cast the following spells,
requiring no material components:
At-will: sanctuary, silence
3/day: Snilloc's snowball swarm
Innate Spellcasting II
Type: Trait.
Prerequisite: Innate Spellcasting
Innate Spellcasting. The eladrin’s innate
spellcasting ability is Charisma (spell save DC 16).
Chapter 2. Mordenkainen's Tome of Foes 145

