Autumn Eladrin
Autumn Eladrin CR: 10 (5,900 XP)
STR
12 +1
DEX
16 +3
CON
16 +3
INT
14 +2
WIS
17 +3
CHA
18 +4
Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 24 hours. Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success. Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Innate Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
- At will: calm emotions, sleep
- 3/day each: cure wounds (as a 5th-level spell), lesser restoration
- 1/day each: greater restoration, heal, raise dead
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 1d8 + 1 slashing damage, or 1d10 + 1 slashing damage if used with two hands, plus 4d8 psychic damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 feet, one target. Hit: 1d8 + 3 piercing damage plus 4d8 psychic damage.
Reactions
Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
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