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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

