Summer Eladrin
Summer Eladrin CR: 10 (5,900 XP)
STR
19 +4
DEX
21 +5
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
18 +4
Fearsome 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 frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours. Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see. Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The eladrin makes two weapon attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 2d8 + 4 slashing damage, or 2d10 + 4 slashing damage if used with two hands, plus 1d8 fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 feet, one target. Hit: 2d8 + 5 piercing damage plus 1d8 fire damage.
Reactions
Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
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