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.
104
Bestiary

