Winter EladrinMedium fey (elf)
- 10 (5,900 XP)
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Maneuvers. The winter eladrin uses maneuvers (maneuver save DC 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, and knows the following maneuvers:
Sorrowful Presence. Any non-eladrin creature that starts its turn within 18 meters of the eladrin must make a DC 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 is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, 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: +4 to hit, reach 1.5 m. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
Shortsword. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 3 (1d6) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 35/185 m. Hit: 4 (1d8) piercing damage.