Page 102 - Monster Manual Expanded III Dragonix
P. 102

Spring Eladrin, Young                                   Whenever the eladrin deals damage to the charmed creature, it can
                                                               repeat the saving throw, ending the effect on itself on a success.
         Medium fey (elf), chaotic neutral
                                                               Magic Resistance. The eladrin has advantage on saving throws
         Armor Class 16 (natural armor)                        against spells and other magical effects.
         Hit Points 52 (8d8 + 16)                              Actions
         Speed 30 ft.
                                                               Multiattack. The eladrin makes two weapon attacks.
             STR           DEX           CON           INT           WIS           CHA
                                                               Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
                14 (+2)      16 (+3)       14 (+2)      17 (+3)     10 (+0)      17 (+3)
                                                               Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if
                                                               used with two hands, plus 2 (1d4) psychic damage.
         Skills Deception +5, Persuasion +5
                                                               Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
         Damage Resistances bludgeoning, piercing, and slashing from
                                                               target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) psychic damage.
           nonmagical attacks
         Senses darkvision 60 ft., passive Perception 10       Innate Spellcasting. The eladrin’s innate spellcasting ability is
         Languages Common, Elvish, Sylvan                      Charisma (spell save DC 13). It can innately cast the following spells,
         Challenge 4 (1,100 XP)       Proficiency Bonus +2     requiring no material components:
                                                               At will: charm person, Tasha’s hideous laughter
         Joyful Presence. Any non-eladrin creature that starts its turn within   1/day each: confusion, enthrall, suggestion
         30 feet of the eladrin must make a DC 13 Wisdom saving throw. On   Bonus Actions
         a failed save, the creature becomes charmed by the eladrin for 1
         minute. On a successful save, the creature becomes immune to any   Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
         eladrin’s Joyful Presence for 24 hours.               unoccupied space it can see.


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