THE SHARED REFERENCE Adventurer

Monster

Winter 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
11
Dexterity
10
Constitution
16
Intelligence
18
Wisdom
17
Charisma
13
Passive Perception
13
Senses
darkvision 60 ft.
Languages
Common, Elvish, Sylvan
Resistances
cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True

Traits

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.

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 is charmed 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, it can repeat the saving throw, ending the effect on itself on a success.

Actions

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.

Longbow

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

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 succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.

Innate Spellcasting

The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: fog cloud, gust of wind

1/day each: cone of cold, ice storm

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