THE SHARED REFERENCE Adventurer

Monster

Autumn Eladrin

Outside your table’s allowed sources

Official reference · MTF · 2014

Creature type
Fey
Size
Medium
Armor class
19 (natural armor)
Hit points
127 (17d8 + 51)
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
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

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 is 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.

Magic Resistance

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

Actions

Longsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (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.

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

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