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Spring 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
                14 (+2)      18 (+4)       16 (+3)      18 (+4)     13 (+1)      20 (+5)  Actions
                                                                Multiattack. The eladrin makes three weapon attacks. The eladrin
         Saving Throws Dex +9, Wis +6, Cha +10                  can cast one spell in place of one of these attacks.
         Skills Deception +10, Persuasion +10
                                                                Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
         Damage Resistances bludgeoning, piercing, and slashing from
                                                                Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
           nonmagical attacks
                                                                used with two hands, plus 9 (2d8) psychic damage.
         Senses darkvision 60 ft., passive Perception 11
         Languages Common, Elvish, Sylvan                       Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one
         Challenge 16 (15,000 XP)                               target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) psychic damage.
                                                                Legendary Actions

         Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
                                                                The eladrin gains 3 legendary actions, choosing from the
         up to 30 feet to an unoccupied space it can see.
                                                                options below. Only one legendary action option can be
         Innate Spellcasting. The eladrin’s innate spellcasting ability is   used at a time and only at the end of another creature's turn.
         Charisma (spell save DC 18). It can innately cast the following   The eladrin regains spent legendary actions at the start
         spells, requiring no material components:              of its turn.
         At will: charm person, heroism, invisibility, Tasha’s hideous laughter  Move. The eladrin moves up to half its speed without provoking
         3/day each: compulsion, confusion, enthrall, suggestion    opportunity attacks.
         1/day each: hallucinatory terrain, heroes' feast, mass suggestion,  Captivate. The eladrin casts charm person or Tasha's hideous
           Otto’s irresistible dance                              laughter.
                                                                Attack. The eladrin makes a longsword or longbow attack.
         Joyful Presence. Any non-eladrin creature that starts its turn within
         60 feet of the eladrin must make a DC 18 Wisdom saving throw. On   Reactions
         a failed save, the creature becomes charmed by the eladrin for 1
                                                                Instinctive Charm (3/Day). The eladrin tries to magically divert an
         minute. On a successful save, the creature becomes immune to any
                                                                attack made against it, provided that the attacker is within 30 feet of
         eladrin’s Joyful Presence for 24 hours.
                                                                it and visible to it. The eladrin must decide to do so before the attack
           Whenever the eladrin deals damage to the charmed creature, it can
                                                                hits or misses. The attacker must make a DC 18 Wisdom saving
         repeat the saving throw, ending the effect on itself on a success.
                                                                throw. On a failed save, the attacker targets the creature closest to
         Magic Resistance. The eladrin has advantage on saving throws   it, other than eladrin or itself. If multiple creatures are closest, the
         against spells and other magical effects.              attacker chooses which one to target.
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