Page 99 - Monster Manual Expanded III Dragonix
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Eladrin
Eladrin, Elder
Elder eladrin are powerful noble eladrin who rule over other
eladrin in majestic Feywild cities filled with breathtaking elven
architecture that are over a thousand years old. They strive to
uphold the ideals of the Feywild in the hopes that after their death,
they would reincarnate as Archfey or members of the Seelie or
Unseelie Court.
Autumn Eladrin, Elder
Medium fey (elf), chaotic neutral
Armor Class 20 (natural armor)
Hit Points 180 (24d8 + 72)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 15 (+2) 18 (+4) 20 (+5)
Saving Throws Dex +9, Wis +9, Cha +10
Skills Insight +9, Medicine +9
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 16 (15,000 XP) Proficiency Bonus +5
Innate Spellcasting. The eladrin’s innate spellcasting ability is
Charisma (spell save DC 18). It can innately cast the following spells,
Beguiling Strike. When the eladrin hits a creature with a weapon
requiring no material components:
attack, it can choose to deal no damage. The creature has
At will: calm emotions, hold person, sleep, suggestion
disadvantage to its saving throws against being charmed and
3/day each: beacon of good hope, cure wounds (as a 5th-level spell),
enchantment spells until the end of the eladrin's next turn.
lesser restoration
Enchanting Presence. Any non-eladrin creature that starts its turn 1/day each: greater restoration, heal, heroes's feast, raise dead,
within 60 feet of the eladrin must make a DC 18 Wisdom saving hold monster
throw. On a failed save, the creature becomes charmed by the
eladrin for 1 minute. On a successful save, the creature becomes Bonus Actions
immune to any eladrin’s Enchanting Presence for 24 hours. Fey Step (Recharge 4–6). The eladrin teleports up to 30 feet to an
Whenever the eladrin deals damage to the charmed creature, the unoccupied space it can see.
creature can repeat the saving throw, ending the effect on itself on a
success. Legendary Actions
Magic Resistance. The eladrin has advantage on saving throws The eladrin gains 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time and
Actions only at the end of another creature's turn. The eladrin regains spent
legendary actions at the start of its turn.
Multiattack. The eladrin makes two weapon attacks. The eladrin Move. The eladrin moves up to half its speed without provoking
can cast one spell in place of one of these attacks. opportunity attacks.
Pacify. The eladrin casts calm emotions or sleep.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Attack (Costs 2 Actions). The eladrin makes a weapon attack.
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if
used with two hands, plus 27 (6d8) psychic damage. Reactions
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., Foster Peace. If a creature charmed by the eladrin hits with an
one target. Hit: 8 (1d8 + 4) piercing damage plus 27 (6d8) psychic attack roll while within 60 feet of the eladrin, the eladrin magically
damage. causes the attack to miss, provided the eladrin can see the attacker.
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Bestiary

