Monster
Summer 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 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
- resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
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 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.
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
Multiattack
The eladrin makes two weapon attacks.
Longsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands.
Longbow
Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
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.