Summer Eladrin

Medium fey (elf), Chaotic Neutral

Armor Class19 (natural armor)
Hit Points165 (22d8 + 66)
Speed50 ft.
STRDEXCONINTWISCHA
19 (+4) 21 (+5) 16 (+3) 14 (+2) 12 (+1) 18 (+4)
Saving Throws—
SkillsAthletics +8, Intimidation +8
Damage Vulnerabilities—
Damage Resistancesfire
Damage Immunities—
Condition Immunities—
Sensesdarkvision 60 ft., passive Perception 11
LanguagesCommon, Elvish, Sylvan
Challenge10

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 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.

Actions

Multiattack.

The eladrin makes two Longsword or Longbow attacks.

Longsword.

Melee Attack Roll: +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 Attack Roll: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) 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.