Summer Eladrin

Mordenkainen Presents: Monsters of the Multiverse p. 116,

Size
Medium
Type
fey (elf)
Alignment
typically chaotic neutral
AC
19 (natural armor)
Hit Points
165 (22d8+66)
Speed
walk 50 ft.
Skills
Athletics +8, Intimidation +8
Resistances
fire
Senses
darkvision 60 ft.
Passive Perception
9
Languages
Common, Elvish, Sylvan
Challenge
10
Lineage
Eladrin, Elf
STR
19
+4
DEX
21
+5
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
18
+4

Traits

Proficiency Bonus

+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.

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.

Longsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage.

Longbow

Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.

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

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.

Other data

description