Summer EladrinMedium fey (elf)
- 10 (5,900 XP)
Fearsome 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 becomes frightened 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.
Maneuvers. The summer eladrin uses maneuvers (maneuver save DC 17). It has 29 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: athletic maneuver, brute force, charge, disorient, distant shot, glancing blow, hamstring, impaling shot, knockback, parry, precision, ricochet, slice through, smash, spring attack, trip, vault, whirling blade
3 stamina dice: knockout
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 9 meters to an unoccupied space it can see.
Multiattack. The eladrin makes two weapon attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage.
Shortsword. Melee Weapon Attack: +9 to hit, reach 1.5 m. Hit: 12 (2d6 + 5) piercing damage, plus 4 (1d8) fire damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 35/185 m. Hit: 14 (2d8 + 5) piercing damage, plus 4 (1d8) fire damage.