Kryx RPGThemesMonsters

Autumn Eladrin

Medium fey (elf)
Challenge
10 (5,900 XP)

STR
1
DEX
3
CON
3
INT
2
WIS
3
CHA
4

127
17d8+51
19
Soak
1
Fort
+3
Ref
+2
Will
+3
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks

Speed 9 m.
Senses darkvision 18 m., passive Perception 13
Skills Insight +7, Medicine +7
Languages Common, Elvish, Sylvan

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

2 stamina dice: entangling shot, rain of arrows, snap shot, swift strike, volley

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:

At will: calm emotions, sleep

Cantrips (at will): charm, empathy, lullaby

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

2 mana: catnap, damning secret, douse the flames of war, restoration

1/day: resurrection

Bonus Actions

Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 9 meters to an unoccupied space it can see.

Actions

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.

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