Page 105 - Monster Manual Expanded III Dragonix
P. 105

Winter Eladrin, Elder                                 Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one
                                                                target. Hit: 4 (1d8) piercing damage plus 4 (1d8) cold damage.
          Medium fey (elf), chaotic neutral
                                                                Innate Spellcasting. The eladrin’s innate spellcasting ability is
                                                                Intelligence (spell save DC 18). It can innately cast the following
          Armor Class 20 (natural armor)
                                                                spells, requiring no material components:
          Hit Points 180 (24d8 + 72)
          Speed 30 ft.                                          At will: fog cloud, gust of wind, sanctuary, silence
                                                                3/day each: snilloc's snowball swarm
              STR           DEX           CON           INT           WIS           CHA   1/day each: cone of cold, enervation, ice storm, sleet storm
                 11 (+0)      10 (+0)       16 (+3)     20 (+5)      19 (+4)      15 (+2)  Bonus Actions

                                                                Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
          Saving Throws Dex +5, Wis +9, Cha +7
                                                                unoccupied space it can see.
          Damage Resistances bludgeoning, piercing, and slashing from
            nonmagical attacks                                  Freezing Smite (3/Day). As a bonus action, when the eladrin hits
          Senses darkvision 60 ft., passive Perception 12       a creature with a weapon attack, it can deal an extra 13 (3d8) cold
          Languages Common, Elvish, Sylvan                      damage and if the target isn't immune to cold, it must succeed on
          Challenge 16 (15,000 XP)      Proficiency Bonus +5    a DC 18 Constitution saving throw. On a failed save, the creature's
                                                                speed its speed is halved, it can't take reactions, and it can take
                                                                either an action or a bonus action on its turn, not both. The effects
          Magic Resistance. The eladrin has advantage on saving throws
                                                                last until the start of the eladrin's next turn.
          against spells and other magical effects.
                                                                Legendary Actions
          Sorrowful Presence. Any non-eladrin creature that starts its turn
          within 60 feet of the eladrin must make a DC 15 Wisdom saving   The eladrin gains 3 legendary actions, choosing from the options
          throw. On a failed save, the creature becomes charmed by the   below. Only one legendary action option can be used at a time and
          eladrin for 1 minute. While charmed in this way, the creature has
                                                                only at the end of another creature's turn. The eladrin regains spent
          disadvantage on ability checks and saving throws. The charmed
                                                                legendary actions at the start of its turn.
          creature can repeat the saving throw at the end of each of its turns,
                                                                Move. The eladrin moves up to half its speed without provoking
          ending the effect on itself on a success. If a creature’s saving throw
                                                                  opportunity attacks.
          is successful or the effect ends for it, the creature is immune to any
                                                                Attack. The eladrin makes a  Longsword or Longbow attack.
          eladrin’s Sorrowful Presence for the next 24 hours.
                                                                Gust of Wind. The eladrin casts gust of wind.
          Actions                                               Reactions
          Multiattack. The eladrin makes two weapon attacks. The eladrin
                                                                Frigid Rebuke. When the eladrin takes damage from a creature the
          can cast one spell in place of one of these attacks.
                                                                eladrin can see within 60 feet of it, the eladrin can force that creature
          Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.   to succeed on a DC 18 Constitution saving throw or take 16 (3d10)
          Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used   cold damage.
          with two hands, plus 4 (1d8) cold damage.






































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