THE SHARED REFERENCE Adventurer

Monster

Winter 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
11
Dexterity
16
Constitution
16
Intelligence
18
Wisdom
17
Charisma
13
Passive Perception
13
Senses
darkvision 60 ft.
Languages
Common, Elvish, Sylvan
Resistances
cold

Traits

Magic Resistance

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

Sorrowful Presence

Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 Sorrowful Presence for the next 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.

Actions

Multiattack

The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 13 (3d8) cold damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold 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

Frigid Rebuke

When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to make a DC 16 Constitution saving throw. On a failed save, the creature takes 11 (2d10) cold damage.

Spellcasting

The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: fog cloud, gust of wind, sleet storm

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