Page 100 - Monster Manual Expanded III Dragonix
P. 100

Eladrin, Young

        The most commonly encountered of its type, these adolescent
        eladrins are flighty, inquisitive, and unpredictable. They can be
        friendly and whimsical one moment and then malicious and
        mischievous the next.
          Because of their nature, young eladrins are
        more predisposed to entering the Material
        Plane to seek adventure and make their
        presence known.


























         Autumn Eladrin, Young                                 Magic Resistance. The eladrin has advantage on saving throws
                                                               against spells and other magical effects.
         Medium fey (elf), chaotic neutral
                                                               Actions
         Armor Class 16 (natural armor)
                                                               Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
         Hit Points 52 (8d8 + 16)                              Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if
         Speed 30 ft.
                                                               used with two hands, plus 9 (2d8) psychic damage.
             STR           DEX           CON           INT           WIS           CHA   Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
                12 (+1)      16 (+3)       14 (+2)      13 (+1)     16 (+3)       17 (+3)  target. Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8) psychic damage.
                                                               Innate Spellcasting. The eladrin’s innate spellcasting ability is
         Skills Insight +5, Medicine +5                        Charisma (spell save DC 13). It can innately cast the following spells,
         Damage Resistances bludgeoning, piercing, and slashing from   requiring no material components:
           nonmagical attacks
                                                               At will: calm emotions, sleep
         Senses darkvision 60 ft., passive Perception 13       1/day each: cure wounds (as a 3rd-level spell), lesser restoration
         Languages Common, Elvish, Sylvan
         Challenge 4 (1,100 XP)       Proficiency Bonus +2     Bonus Actions
                                                               Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
         Enchanting Presence. Any non-eladrin creature that starts its turn   unoccupied space it can see.
         within 30 feet of the eladrin must make a DC 13 Wisdom saving   Reactions
         throw. On a failed save, the creature becomes charmed by the
         eladrin for 1 minute. On a successful save, the creature becomes   Foster Peace. If a creature charmed by the eladrin hits with an attack
         immune to any eladrin’s Enchanting Presence for 24 hours.  roll while within 60 feet of the eladrin, the eladrin magically causes
           Whenever the eladrin deals damage to the charmed creature, the   the attack to miss, provided the eladrin can see the attacker.
         creature can repeat the saving throw, ending the effect on itself on a
         success.


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