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Eladrin





























         Autumn Eladrin, Elder

         Medium fey (elf), chaotic neutral

         Armor Class 20 (natural armor)
         Hit Points 180 (24d8 + 72)
         Speed 30 ft.

             STR           DEX           CON           INT           WIS           CHA
                12 (+1)      18 (+4)       16 (+3)      15 (+2)     18 (+4)      20 (+5)

         Saving Throws Dex +9, Wis +9, Cha +10
         Skills Insight +9, Medicine +9
         Damage Resistances bludgeoning, piercing, and slashing from
           nonmagical attacks
         Senses darkvision 60 ft., passive Perception 14
         Languages Common, Elvish, Sylvan
         Challenge 16 (15,000 XP)
                                                                Actions

         Beguiling Strike. When the eladrin hits a creature with a weapon
                                                                Multiattack. The eladrin makes two weapon attacks. The eladrin can
         attack, it can choose to deal no damage. The creature gains
                                                                cast one spell in place of one of these attacks.
         disadvantage to its saving throws against being charmed and
         enchantment spells until the end of the eladrin's next turn.   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
                                                                Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if
         Enchanting Presence. Any non-eladrin creature that starts its turn
                                                                used with two hands, plus 27 (6d8) psychic damage.
         within 60 feet of the eladrin must make a DC 18 Wisdom saving
         throw. On a failed save, the creature becomes charmed by the   Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
         eladrin for 1 minute. On a successful save, the creature becomes   one target. Hit: 8 (1d8 + 4) piercing damage plus 27 (6d8) psychic
         immune to any eladrin’s Enchanting Presence for 24 hours.  damage.
           Whenever the eladrin deals damage to the charmed creature, the   Legendary Actions
         creature can repeat the saving throw, ending the effect on itself on a
         success.                                               The eladrin gains 3 legendary actions, choosing from the
                                                                options below. Only one legendary action option can be
         Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
         up to 30 feet to an unoccupied space it can see.       used at a time and only at the end of another creature's turn.
                                                                The eladrin regains spent legendary actions at the start
         Innate Spellcasting. The eladrin’s innate spellcasting ability is   of its turn.
         Charisma (spell save DC 18). It can innately cast the following   Move. The eladrin moves up to half its speed without provoking
         spells, requiring no material components:                opportunity attacks.
         At will: calm emotions, hold person, sleep, suggestion  Pacify. The eladrin casts calm emotions or sleep.
         3/day each: beacon of good hope, cure wounds (as a 5th-level spell),   Attack (Costs 2 Actions). The eladrin makes a  longsword or
           lesser restoration                                     longbow attack.
         1/day each: greater restoration, heal, heroes's feast, raise dead,   Reactions
           hold monster
                                                                Foster Peace. If a creature charmed by the eladrin hits with an
         Magic Resistance. The eladrin has advantage on saving throws
                                                                attack roll while within 60 feet of the eladrin, the eladrin magically
         against spells and other magical effects.
                                                                causes the attack to miss, provided the eladrin can see the attacker.
        222         Chapter 3. Bonus Sampler Stat Blocks
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