THE SHARED REFERENCE Adventurer

Monster

Autumn Eladrin

Outside your table’s allowed sources

Official reference · MPMM · 2014

Creature type
Fey
Size
Medium
Armor class
19 (natural armor)
Hit points
165 (22d8 + 66)
Speed
Walk 30 ft.
Challenge rating
10
Alignment
Chaotic Neutral
Strength
12
Dexterity
16
Constitution
16
Intelligence
14
Wisdom
17
Charisma
18
Passive Perception
13
Skills
insight: +7; medicine: +7
Senses
darkvision 60 ft.
Languages
Common, Elvish, Sylvan
Resistances
psychic

Traits

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.

Bonus actions

Fey Step (Recharge 4–6)

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

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.

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

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