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.

       100
                    Bestiary
   96   97   98   99   100   101   102   103   104   105   106