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.






































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