Kryx RPGThemesCreatures
Spring Eladrin

Spring Eladrin

Medium fey (elf)
Challenge
10

STR
2
DEX
3
CON
3
INT
4
WIS
0
CHA
4

127
17d8+51
22
Soak
1
Fort
+5
Ref
+4
Will
+8
Defense note natural armor
Damage resistances bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Deception +8 (19), Insight +0 (11), Perception +0 (11), Persuasion +8 (19), Primal (Cha) +8 (19)
Senses darkvision 10 m.
Languages Common, Elvish, Sylvan

Fey Step (Recharge 4–6). Once on its turn, the eladrin can teleport up to 5 meters to an unoccupied space it can see.

Joyful Presence. Any non-eladrin creature that starts its turn within 10 meters of the eladrin must make a Difficulty 16 Will saving throw. On a failed save, the creature is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 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.

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

Maneuvers. The spring eladrin uses maneuvers (maneuver save Difficulty 15). It has 15 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: aim, disorient, distant shot, goading strike, hamstring, impaling shot, knockback, parry, precision, rain of arrows, ricochet, shot on the run, slice through, spring attack, trip, untouchable, vault, volley, whirling blade

2 stamina dice: entangling shot, snap shot

Spellcasting. The spring eladrin uses Primal (Cha) to cast spells (spell save Difficulty 16, +8 to hit with spell attacks). It has 5 mana, a mana limit of 2, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: charm creature, hideous laughter

Cantrips (at will, 13th-level spellcaster): charm, empathy

1 mana: beguile, charming presence, compelled duel, cutting words, friends, hypnotize, instinctive charm

2 mana: calm emotions, compulsion, damning secret, enthrall, irresistible dance, suggestion

Actions (2)

Longsword. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 1 m. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 20/200 m. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.

Forest, Grasslandmtof

Maneuvers

As an action, you can make a ranged weapon attack as you take aim. Roll a d3 and add the result to your attack roll. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, you can make a ranged weapon attack at double your weapon’s range and long range. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to goad the creature into attacking you. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Will saving throw or it has disadvantage on any attack roll that doesn’t target you for the duration.

At the end of each of its turns, a goaded creature can repeat the saving throw, ending the effect on itself on a success

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can make a ranged weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 3 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when you make a weapon attack roll against a creature, you can strike precisely. Roll a d3 and add the result to your attack roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on a point you can see within 10 meters must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a ranged weapon attack in an attempt to ricochet the attack toward another target. On a hit, the attack ricochets toward another target, which must be within 4 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. You can make a ranged weapon attack during this movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

1 minute/stamina die

As an action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 5 meters. Make a Persuasion check contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration or until you are incapacitated. While repelled by you, it has disadvantage on attack rolls against you, and must make a Will saving throw each time it attempts to move into a space that is within 5 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can attach some rope to a projectile and make a ranged weapon attack with it in an attempt to entangle the creature. On a hit, if the creature is Large or smaller, the rope wraps around it, reducing its speed to 0. The rope has no effect on creatures that are formless.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope or one that can touch the creature can also use an action to make an Acrobatics or Brawn check (its choice) against your maneuver Difficulty.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action you can make two ranged weapon attacks against two different targets.

Enhance

You can make an additional ranged weapon attack for every two additional stamina die expended, but you can only attack each creature once.