Medium fey (elf), Chaotic Neutral
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 165 (22d8 + 66) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 16 (+3) | 14 (+2) | 17 (+3) | 18 (+4) |
| Saving Throws | — |
|---|---|
| Skills | Insight +7, Medicine +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 10 |
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 charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 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.
The eladrin has advantage on saving throws against spells and other magical effects.
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Ranged Attack Roll: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: hold person
2 each/day: cure wounds (as a 5th-level spell), lesser restoration
1 each/day: greater restoration, revivify
Medium fey (elf), Chaotic Neutral
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 127 (17d8 + 51) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 16 (+3) | 14 (+2) | 17 (+3) | 18 (+4) |
| Saving Throws | — |
|---|---|
| Skills | Insight +7, Medicine +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 10 |
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 is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
The eladrin has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.
Ranged Attack Roll: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.
If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: calm emotions, sleep
3 each/day: cure wounds (as a 5th-level spell), lesser restoration
1 each/day: greater restoration, heal, raise dead