Monster
Summer 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 50 ft.
- Challenge rating
- 10
- Alignment
- Chaotic Neutral
- Strength
- 19
- Dexterity
- 21
- Constitution
- 16
- Intelligence
- 14
- Wisdom
- 12
- Charisma
- 18
- Passive Perception
- 11
- Skills
- athletics: +8; intimidation: +8
- Senses
- darkvision 60 ft.
- Languages
- Common, Elvish, Sylvan
- Resistances
- fire
Traits
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.
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.
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
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.