Page 101 - Monster Manual Expanded III Dragonix
P. 101
Spring 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
Innate Spellcasting. The eladrin’s innate spellcasting ability is
14 (+2) 18 (+4) 16 (+3) 18 (+4) 13 (+1) 20 (+5)
Charisma (spell save DC 18). It can innately cast the following spells,
requiring no material components:
Saving Throws Dex +9, Wis +6, Cha +10 At will: charm person, heroism, invisibility, Tasha’s hideous laughter
Skills Deception +10, Persuasion +10
3/day each: compulsion, confusion, enthrall, suggestion
Damage Resistances bludgeoning, piercing, and slashing from
1/day each: hallucinatory terrain, heroes' feast, mass suggestion,
nonmagical attacks
Otto’s irresistible dance
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish, Sylvan Bonus Actions
Challenge 16 (15,000 XP) Proficiency Bonus +5
Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
unoccupied space it can see.
Joyful Presence. Any non-eladrin creature that starts its turn within
60 feet of the eladrin must make a DC 18 Wisdom saving throw. On Legendary Actions
a failed save, the creature becomes charmed by the eladrin for 1 The eladrin gains 3 legendary actions, choosing from the options
minute. On a successful save, the creature becomes immune to any below. Only one legendary action option can be used at a time and
eladrin’s Joyful Presence for 24 hours. only at the end of another creature's turn. The eladrin regains spent
Whenever the eladrin deals damage to the charmed creature, it can legendary actions at the start of its turn.
repeat the saving throw, ending the effect on itself on a success.
Move. The eladrin moves up to half its speed without provoking
Magic Resistance. The eladrin has advantage on saving throws opportunity attacks.
against spells and other magical effects. Captivate. The eladrin casts charm person or Tasha's hideous
Actions laughter.
Attack. The eladrin makes a weapon attack.
Multiattack. The eladrin makes three weapon attacks. The eladrin Reactions
can cast one spell in place of one of these attacks.
Instinctive Charm (3/Day). The eladrin tries to magically divert an
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
attack made against it, provided that the attacker is within 30 feet of
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if it and visible to it. The eladrin must decide to do so before the attack
used with two hands, plus 9 (2d8) psychic damage.
hits or misses. The attacker must make a DC 18 Wisdom saving
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., throw. On a failed save, the attacker targets the creature closest to
one target. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) psychic it, other than eladrin or itself. If multiple creatures are closest, the
damage. attacker chooses which one to target.
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Bestiary

