Page 226 - Dragonix - DM Options, Monster Talents II
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Winter Eladrin, Elder Sorrowful Presence. Any non-eladrin creature that starts its turn
within 60 feet of the eladrin must make a DC 15 Wisdom saving
Medium fey (elf), chaotic neutral
throw. On a failed save, the creature becomes charmed by the
eladrin for 1 minute. While charmed in this way, the creature has
Armor Class 20 (natural armor)
disadvantage on ability checks and saving throws. The charmed
Hit Points 180 (24d8 + 72)
creature can repeat the saving throw at the end of each of its turns,
Speed 30 ft.
ending the effect on itself on a success. If a creature’s saving throw
is successful or the effect ends for it, the creature is immune to any
STR DEX CON INT WIS CHA
eladrin’s Sorrowful Presence for the next 24 hours.
11 (+0) 10 (+0) 16 (+3) 20 (+5) 19 (+4) 15 (+2)
Actions
Saving Throws Dex +5, Wis +9, Cha +7 Multiattack. The eladrin makes two weapon attacks. The eladrin can
Damage Resistances bludgeoning, piercing, and slashing from cast one spell in place of one of these attacks.
nonmagical attacks
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Senses darkvision 60 ft., passive Perception 12
Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used
Languages Common, Elvish, Sylvan
with two hands, plus 4 (1d8) cold damage.
Challenge 16 (15,000 XP)
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
target. Hit: 4 (1d8) piercing damage plus 4 (1d8) cold damage.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport
Legendary Actions
up to 30 feet to an unoccupied space it can see.
Freezing Smite (3/Day). As a bonus action, when the eladrin hits The eladrin gains 3 legendary actions, choosing from the
a creature with a weapon attack, it can deal an extra 13 (3d8) cold options below. Only one legendary action option can be
damage and if the target isn't immune to cold, it must succeed on used at a time and only at the end of another creature's turn.
a DC 15 Constitution saving throw. On a failed save, the creature's
The eladrin regains spent legendary actions at the start
speed its speed is halved, it can't take reactions, and it can take
of its turn.
either an action or a bonus action on its turn, not both. The effects Move. The eladrin moves up to half its speed without provoking
last until the start of the eladrin's next turn. opportunity attacks.
Innate Spellcasting. The eladrin’s innate spellcasting ability is Attack. The eladrin makes a longsword or longbow attack.
Intelligence (spell save DC 18). It can innately cast the following Gust of Wind. The eladrin casts gust of wind.
Reactions
spells, requiring no material components:
At will: fog cloud, gust of wind, sanctuary, silence
Frigid Rebuke. When the eladrin takes damage from a creature the
3/day each: snilloc's snowball swarm
eladrin can see within 60 feet of it, the eladrin can force that creature
1/day each: cone of cold, enervation, ice storm, sleet storm
to succeed on a DC 18 Constitution saving throw or take 16 (3d10)
Magic Resistance. The eladrin has advantage on saving throws cold damage.
against spells and other magical effects.
Chapter 3. Bonus Sampler Stat Blocks 225

