When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.
Medium Fey (Elf), Typically Chaotic Neutral
Armor Class: 19 (natural armor)
Hit Points: 165 (22d8 + 66)
Speed: 50 ft.
- STR – 19 (+4)
DEX – 21 (+5)
CON – 16 (+3)
INT – 14 (+2)
WIS – 12 (+1)
CHA – 18 (+4)
Skills: Athletics +8, Intimidation +8
Damage Resistances: fire
Senses: darkvision 60 ft., passive Perception 9
Languages: Common, Elvish, Sylvan
Challenge: 10 (5 ,900 XP)
Proficiency Bonus: +4
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.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
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.
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.
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.