Autumn Eladrin

Mordenkainen Presents: Monsters of the Multiverse p. 115,

Size
Medium
Type
fey (elf)
Alignment
typically chaotic neutral
AC
19 (natural armor)
Hit Points
165 (22d8+66)
Speed
walk 30 ft.
Skills
Insight +7, Medicine +7
Resistances
psychic
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Elvish, Sylvan
Challenge
10
Lineage
Eladrin, Elf
STR
12
+1
DEX
16
+3
CON
16
+3
INT
14
+2
WIS
17
+3
CHA
18
+4

Traits

Proficiency Bonus

+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 charmed creature can repeat the saving throw, ending the effect on itself on a success.

Magic Resistance

The eladrin has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Spellcasting

The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

  • At will: hold person
  • 2/day each: cure wounds (as a 5th-level spell), lesser restoration
  • 1/day each: greater restoration, revivify

Fey Step (Recharge 4-6) (Bonus Action)

The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

recharge

D4

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.

Spells

hold person, cure wounds, lesser restoration, greater restoration, revivify

Other data

description