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Summer 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
21 (+5) 23 (+6) 16 (+3) 14 (+2) 14 (+2) 20 (+5)
Saving Throws Dex +11, Wis +7, Cha +10
Skills Athletics +10, Intimidation +10
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 12 Actions
Languages Common, Elvish, Sylvan
Multiattack. The eladrin makes two weapon attacks.
Challenge 16 (15,000 XP)
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, or 15 (2d10 + 5) slashing damage
Fearsome Presence. Any non-eladrin creature that starts its turn
if used with two hands, plus 9 (2d8) fire damage.
within 60 feet of the eladrin must make a DC 18 Wisdom saving
throw. On a failed save, the creature becomes frightened of the Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one
eladrin for 1 minute. A creature can repeat the saving throw at the target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) fire damage.
end of each of its turns, ending the effect on itself on a success. If Legendary Actions
a creature’s saving throw is successful or the effect ends for it, the
creature is immune to any eladrin’s Fearsome Presence for the next The eladrin gains 3 legendary actions, choosing from the
24 hours. options below. Only one legendary action option can be
used at a time and only at the end of another creature's turn.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
The eladrin regains spent legendary actions at the start
up to 30 feet to an unoccupied space it can see.
of its turn.
Fiery Smite (3/Day). As a bonus action, when the eladrin hits a Move. The eladrin moves up to half its speed without provoking
creature with a weapon attack, it can deal an extra 13 (3d8) fire opportunity attacks.
damage and the target gains disadvantage to being frightened until Wrathful Glare. The eladrin targets one frightened creature it can
the end of the eladrin's next turn. see within 30 feet of it. The target must make a DC 18 Wisdom
saving throw. On a failure, the target is paralyzed until the eladrin
Innate Spellcasting. The eladrin’s innate spellcasting ability is
deals damage to it, or until the end of the eladrin's next turn.
Charisma (spell save DC 18). It can innately cast the following
Attack (Costs 2 Actions). The eladrin makes a longsword or
spells, requiring no material components:
longbow attack.
At will: bane, hunter's mark
3/day each: hellish rebuke Reactions
1/day each: fireball, haste
Parry. The eladrin adds 4 to its AC against one melee attack that
Magic Resistance. The eladrin has advantage on saving throws would hit it. To do so, the eladrin must see the attacker and be
against spells and other magical effects. wielding a melee weapon.
224 Chapter 3. Bonus Sampler Stat Blocks

