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If an auturnn eladin invites you over for dinner, come with an empty stomach Their goodwill extends to heaping portions. Note to self: send some of my spring eladvin friends to visit Mordenkainen. That'll teach hime to lighten up. TASHA ELADRIN Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes tomatch their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a re- sult—those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. The magic flowing through eladrin responds to their emotional state by transforming them into dif- ferent seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week. CHANGEABLE NATURES Whenever one of the eladrin presented here finishes along rest, they can associate themself with a dif ferent season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, asdo any conditions or other ongoing effects af- fecting them. AUTUMN ELADRIN Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign. INT WIS. CHA “T2 (+1) 16(+3) 16 (3) 14 (42) 17 (43) 18 (4) ‘Skils Insight +7, Medicine +7, Damage Resistances psychic ‘Senses darkvision 60 ft, passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (5,300 XP) Proficiency Bonus +4 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 16 Wisdom saving throw. On a filed save, the creature becomes charmed by the eladrin for 1 minute. On a successful save, the crea- ture becomes immune to any eladrin’s Enchanting Presence for 24 hours. ‘Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the ‘effect on itselfon a success. Magic Resistance. The eladrin has advantage on saving throws ‘against spells and other magical effects. Actions Multiattack, The eladrin makes two Longsword or Longbow attacks. It can replace one attack witha use of Spellcastng. Longsword. Melee Weapon Attack: +5 to hit, teach 5 ft, one tar- get. i: 5 (168 +1) slashing damage, or 6 (1410 + 1) slashing ‘damage ifused with two hands, plus 22 (Sd) psychic damage. Longbow. Ronged Weapon Attack: +7 to hit, range 150/600 f ‘one target. Hit: 7 (1d8 +3) piercing damage plus 22 (548) psy- chic damage. ‘Spellcasting. The eladrin casts one ofthe following spells, requiring no material components and using Charisma 2s the spelleasting ablity spell save OC 16): At wil hold person 2}day each: cure wounds (as a Sth-level spel), lesser restoration ‘day each: greater rextoration, rvivifp Bonus AcTIONS Fey Step (Recharge 4-6). The eladrin teleport, along with any ‘equipment itis wearing or carrying, up to 30 feet to an unoccu: pied space itcan see. REACTIONS Foster Peace. fa creature charmed by the eladrin hits with an attack roll while within 60 feet ofthe eladrn, the eladrin mag ‘cally causes the attack to miss, provided the eladrin can see the attacker. CHAPTER 2 | BESTIARY 5, 6 SPRING ELADRIN Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laugh- ter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them. STR DEX CON INT WIS. CHA 1462) 1663) 16(43) 18 (4) 1140) 18 (+4) Skils Deception +8, Persuasion +8 Damage Resistances psychic Senses darkvsion 60 ft, passive Perception 10, Languages Common, Eivish, Sylvan Challenge 10 (5,900 x?) Proficiency Bonus +4 Joyful Presence. Any non-eladrin creature that starts its turn Within 60 feet of the eladrin must make a OC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the cladri for 1 minute. On a successful save, the creature be- comes immune to any eladrin's Joyful Presence for 24 hours. Whenever the eladrn deals damage tothe charmed creature, the charmed creature can repeat the saving throw, ending the effect onitselfon a success, Magic Resistance. The eladrin has advantage on saving throws, aginst spells and other magical effects. Actions: ‘Multiattack. The eladrin makes two Longsword of Longbow attacks Itcan replace one attack witha use of Spellcating Longsword. Melee Weapon Attack: +6 o hit, reach $f, one tat: get. it: 6 (148 +2) slashing damage, or 7 (1410 + 2) slashing damage if used with two hands, plus 22 (548) psychic damage. Longbow. Ranged Weapon Attack: +7 to hit range 150/600 f, fone target, Mt: 7 (1d8 +3) piercing damage plus 22 (Sd8) psy- chic damage ‘Spelleasting. The ladrin casts one of the following spells, requiting no material components and using Charisma as the spelleasting ability (spell save DC 16): AtwillTasho's hideous laughter day each: major image, suggestion Bonus ACTIONS Fey Step (Recharge 4-6). The eladrn teleports, along with any equipment it is wearing or carcying, up to 30 feet to an unoceu pied space it can see. CHAPTER 2 | BESTIARY SUMMER ELADRIN When angered, eladrin enter the season of summer, ‘a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath, ‘Their magic responds to their fury and amplifies. their fighting ability, helping them move with aston- sness and strike with terrible force. INT WIS CHA 9 (+4) 21445) 1663) 14642) 121) 184) _Skils Athletics +8, Intimidation +8 Damage Resistances fre Senses darkvsion 60 ft, passive Perception 9 Languages Common, Eivish, Syivan Challenge 10 (5,900 XP) Proficiency Bonus +4 Fearsome Presence. Any non-eladrin creature that stars its turn Within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the cladrin for 1 minute. A creature can repeat the saving throw atthe end of each ofits turns, ending the effect on itselfon a success. Ifa creature's saving throw is successful or the effect tends frit, the creature is immune to any eladrn's Fearsome Presence for the next 4 hours, [Magic Resistance, The eladrin has advantage on saving throws against spells and other magical effects. Actions: ‘Multiattack. The eladrin makes two Longsword or Long: bow attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft, one t get. Hit: 13 (248 + 4) slashing damage, or 15 (2410 + 4) slash- ing damage if used with two hands, plus 9 (248) fire damage. Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft, one target. Hit: 14 (28 + 5) piercing damage plus 9 (248) fire damage. Bonus AcTIONS: Fey Step (Recharge 4-6). The eladrn teleports, along with any itis wearing or carrying, upto 30 feet to an unoceu REACTIONS: Parry The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon. Ee WINTER ELADRIN ‘When sorrow distresees cladrin, they enter the wi ter season, becoming figures of melancholy. Frozen teara drop from their cheeks, and their palpable aad ness emanates from them as icy cold. Medium Fey (Ef), Typicely Chaotic Neutra ‘Armor Class 19 (natural armor) Hit Points 165 (2248 + 66) Speed 30 f. STR DEX CON INT WIS. CHA (0) 16 (63) 1643) 18 (64) 1763) 13 1), Damage Resistances cold Senses darkvision 60 ft, passive Perception 13 Languages Common, Eivish, yivan Challenge 10 (5,900 x?) Proficiency Bonus +4 Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects. Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet ofthe eladrin must make a DC 13 Wisdom saving throw. On a falled save the creature becomes charmed by the eladrin for 1 minute. While charmed inthis way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end ofeach ofits turns, ending the effect on itselfon 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 eladrn deals damage tothe charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success AcTIONs: ‘Multiattack. The eladrin makes two Longsword of Longbow attacks Itcan replace one attack witha use of Spelleasting Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft, one tar get. Hit: 4 (Id8) slashing damage, or 5 (Id10) slashing damage ‘fused with two hands, plus 13 (348) cold damage. Longbow. Ranged Weapon Attack: +7 to hit, range 150600 fi, one target. Hit: 7 (148 + 3) piercing damage plus 13 (348) cold damage. Spelcesting. The eladrin casts one ofthe following spell, re Auiring no material components and using Intelligence as the spelleasting ability (spell save DC 16) At wl fog lod, gus of wind, let storm Bonus Actions: Fey Step (Recharge 4-6). The eladrn teleports, along with any ‘equipment tis wearing or carrying, upto 30 feet to an unoccu: pied space itcan see. REACTIONS cS Frigid Rebuke. When the lari takes damage from a cresture the eladin can see within 60 feet oft the eladrin can force that creature to make OC 16 Constitution saving throw. Ona fled save the creature takes TI (2410 cold damage as

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