Page 197 - Mordenkainen's Tome of Foes Deluxe
P. 197

SPRING ELADRIN
            Medium fey (elf), chaotic neutral                                                      .....
                                                            L;=====:=::=:=~;;::::;==:::::: ~ =====:!
                                        ••  ..
            Armor Class 19 (natural armor)   -.   •              SUMMER ELADRIN
            Hit Points 127 (17d8 + 51)   ,_  '                   Medium fey (elf), chaotic neutral
            Speed 30 ft.
                                                                Armor Class 19 (natural armor)
               STR    DEX     CON     INT     WIS    CHA         Hit Points 127 (17d8 + 51)
              14 (+2)   16 (+3)   16 (+3)   18 (+4)   11  (+O)   18 (+4)   Speed 50 ft.

            Skills Deception +8, Persuasion +8                     STR     DEX    CON      INT    WIS    CHA
            Damage Resistances bludgeoning, piercing, and slashing from   19 (+4)   21  (+S)   16 (+3)   14  (+2)   12 (+1)   18 (+4)
              nonmagical attacks
            Senses darkvision 60 ft.,  passive Perception 10     Skills Athletics +8, Intimidation +8
            Languages Common, Elvish, Sylvan                     Damage Resistances bludgeoning, piercing, and slashing from
            Challenge 10 (5,900 XP)                               nonmagical attacks
                                                                 Senses darkvision 60 ft.,  passive Perception 9
            Fey Step (Recharge 4-6). As a bonus action, the eladrin can   Languages Common, Elvish, Sylvan
            teleport up to 30 feet to an unoccupied space it can see.   Challenge 10 (5,900 XP)
            Innate Spellcasting. The eladrin's innate spellcasting ability is   Fearsome Presence. Any non-eladrin creature that starts its turn
            Charisma (spell save DC 16). It can innately cast the following   within 60 feet of the eladrin must make a DC 16 Wisdom saving
            spells, requiring no material components:            throw. On a failed save, the creature becomes frightened of the
                                                                 eladrin for 1 minute. A creature can repeat the saving throw
            At will: charm person, Tasha's hideous laughter   '~ •
            3/day each: confusion, enthrall, suggestion          at the end of each of its turns, ending the effect on itself on a
            1/day each: hallucinatory terrain, Otto's irresistible dance   success. If a creature's saving throw is successful or the effect
                                                                 ends for it, the creature is immune to any eladrin's  Fearsome
            joyful Presence. Any non-elad·rin creature that starts its turn   Presence for the next 24 hours.
            within 60 feet of the eladrin must make a DC 16 Wisdom saving
            throw. On a failed  save, the creature becomes charmed by the   Fey Step (Recharge 4-6). As a bonus action, the eladrin can
            eladrin for 1 minute. On a successful save, the creature be-  teleport up to 30 feet to an unoccupied space it can see.
            comes immune to any eladrin's Joyful Presence for 24 hours.
                                                                 Magic Resistance. The eladrin has advantage on saving throws
              Whenever the eladrin deals damage to the charmed creature,   against spells and other magical effects.
            it can repeat the saving throw, ending the effect on itself on
            a success.                                           ACTIONS
            Magic Resistance. The eladrin has advantage on saving throws   Multiattack. The eladrin makes two weapon attacks.
            against spells and other magical effects.
                                                                 Longsword. Melee Weapon Attack: +8 to hit, reach S ft., one tar-
            ACTIONS                                              get. Hit: 13 (2d8 + 4) slashing damage, or 15 (2dl 0 + 4) slash-
                                                                 ing damage if used with two hands, plus 4  (ld8) fire damage.
            Multiattack. The eladrin makes two weapon attacks. The
            eladrin can cast one spell in  place of one of these attacks.   Longbow. Ranged Weapon Attack: +9 to hit, range 150/600
                                                                 ft., one target. Hit:  14 (2d8 + S)  piercing damage plus 4 (ld8)
            Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
                                                                 fire damage.
            get. Hit: 6 (ld8 + 2)  slashing damage, or 7 (ldlO + 2)  slashing
            damage if used with two hands, plus 4  (ld8)  psychic damage.   REACTIONS
            Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,   Parry. The eladrin adds 3 to its AC against one melee attack
            one target. Hit: 7 (ld8 + 3)  piercing damage plus 4  (ld8) psy-  that would hit it. To do so, the eladrin must see the attacker
            chic damage.                                         and be wielding a melee weapon.



            CHAPTER 6  I BESTIARY
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