Page 99 - Monster Manual Expanded III Dragonix
P. 99

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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