Page 106 - Monster Manual Expanded III Dragonix
P. 106

Winter Eladrin, Young                                is successful or the effect ends for it, the creature is immune to any
                                                               eladrin’s Sorrowful Presence for the next 24 hours.
          Medium fey (elf), chaotic neutral
                                                               Actions
          Armor Class 16 (natural armor)
                                                               Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
          Hit Points 52 (8d8 + 16)
                                                               Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used
          Speed 30 ft.
                                                               with two hands.
              STR           DEX           CON           INT           WIS           CHA   Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one
                 11 (+0)      10 (+0)       14 (+2)      17 (+3)     16 (+3)      12 (+1)  target. Hit: 4 (1d8) piercing damage.
                                                               Innate Spellcasting. The eladrin’s innate spellcasting ability is
          Damage Resistances bludgeoning, piercing, and slashing from   Intelligence (spell save DC 13). It can innately cast the following
            nonmagical attacks                                 spells, requiring no material components:
          Senses darkvision 60 ft., passive Perception 10      At will: fog cloud, gust of wind
          Languages Common, Elvish, Sylvan                     1/day: ice storm
          Challenge 4 (1,100 XP)       Proficiency Bonus +2
                                                               Bonus Actions
          Magic Resistance. The eladrin has advantage on saving throws   Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
          against spells and other magical effects.            unoccupied space it can see.
          Sorrowful Presence. Any non-eladrin creature that starts its turn   Reactions
          within 60 feet of the eladrin must make a DC 11 Wisdom saving
                                                               Frigid Rebuke. When the eladrin takes damage from a creature the
          throw. On a failed save, the creature becomes charmed by the
          eladrin for 1 minute. While charmed in this way, the creature has   eladrin can see within 30 feet of it, the eladrin can force that creature
          disadvantage on ability checks and saving throws. The charmed   to succeed on a DC 13 Constitution saving throw or take 5 (1d10)
          creature can repeat the saving throw at the end of each of its turns,   cold damage.
          ending the effect on itself on a success. If a creature’s saving throw

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