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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Bestiary

