Page 104 - Monster Manual Expanded III Dragonix
P. 104

Summer Eladrin, Young                                creature is immune to any eladrin’s Fearsome Presence for the next

                                                               24 hours.
          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 40 ft.
                                                               Multiattack. The eladrin makes two weapon attacks.
              STR           DEX           CON           INT           WIS           CHA
                                                               Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                 17 (+3)      19 (+4)       14 (+2)      13 (+1)     11 (+0)      17 (+3)
                                                               Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if
                                                               used with two hands, plus 2 (1d4) fire damage.
          Skills Athletics +5, Intimidation +5
                                                               Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
          Damage Resistances bludgeoning, piercing, and slashing from
                                                               target. Hit: 8 (1d8 + 4) piercing damage plus 2 (1d4) fire damage.
            nonmagical attacks
          Senses darkvision 60 ft., passive Perception 10      Bonus Actions
          Languages Common, Elvish, Sylvan
                                                               Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
          Challenge 4 (1,100 XP)       Proficiency Bonus +2
                                                               unoccupied space it can see.
          Fearsome Presence. Any non-eladrin creature that starts its turn   Reactions
          within 30 feet of the eladrin must make a DC 13 Wisdom saving
                                                               Parry. The eladrin adds 2 to its AC against one melee attack that
          throw. On a failed save, the creature becomes frightened of the
                                                               would hit it. To do so, the eladrin must see the attacker and be
          eladrin for 1 minute. A creature can repeat the saving throw at the
                                                               wielding a melee weapon.
          end of each of its turns, ending the effect on itself on a success. If
          a creature’s saving throw is successful or the effect ends for it, the
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