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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
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