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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Bestiary

