Kryx RPGThemesCreatures
Winter Eladrin

Winter Eladrin

Medium fey (elf)
Challenge
10

STR
0
DEX
0
CON
3
INT
4
WIS
3
CHA
1

127
17d8+51
22
Soak
1
Fort
+5
Ref
+2
Will
+7
Defense note natural armor
Damage resistances cold; bludgeoning, piercing, and slashing from attacks that aren’t cold iron

Speed 5 m.
Skills Insight +3 (14), Perception +3 (14), Primal (Cha) +5 (16)
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.

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

Maneuvers. The winter eladrin uses maneuvers (maneuver save Difficulty 12). 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, hamstring, impaling shot, knockback, parry, precision, rain of arrows, ricochet, shot on the run, slice through, spring attack, trip, vault, volley, whirling blade

2 stamina dice: entangling shot, snap shot

Sorrowful Presence. Any non-eladrin creature that starts its turn within 10 meters of the eladrin must make a Difficulty 13 Will 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.

Spellcasting. The winter eladrin uses Primal (Cha) to cast spells (spell save Difficulty 13, +5 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:

Cantrips (at will, 13th-level spellcaster): form ice, frostbite, snowball/icicle

1 mana: cold snap, cone of cold, freezing weapon, frost armor, frost nova, ice block, ice knife, ice slick, ice spear, protection from cold, ring of frost, snow storm, winter’s bite

2 mana: animate ice, cold fog, freeze, freezing sphere, frost bane, ice storm, wall of ice

Actions (2)

Longsword. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.

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

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

Arctic, Forestmtof

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.

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.

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.