THE SHARED REFERENCE Adventurer

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

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.

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