Autumn EladrinMedium fey (elf)
- 10 (5,900 XP)
Enchanting Presence. Any non-eladrin creature that starts its turn within 18 meters of the eladrin must make a DC 16 Will 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.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Maneuvers. The autumn eladrin uses maneuvers (maneuver save DC 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, and knows the following maneuvers:
1 stamina die: charming presence, disorient, distant shot, glancing blow, goading strike, hamstring, impaling shot, knockback, panache, parry, precision, ricochet, slice through, spring attack, trip, untouchable, vault, whirling blade
Spellcasting. The autumn eladrin is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 9 meters to an unoccupied space it can see.
Longsword. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 18 (4d8) psychic damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 1.5 m. Hit: 6 (1d6 + 3) piercing damage, plus 18 (4d8) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 35/185 m. Hit: 7 (1d8 + 3) piercing damage, plus 18 (4d8) psychic damage.