Medium fey, chaotic neutral
- Armor Class
- 19 (natural armor)
- Hit Points
- 127 (17d8 + 51)
- Speed
- 30 ft.
- Challenge
- 10 (5,900 XP)
- Skills
- Insight +7, Medicine +7
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Elvish, Sylvan
Traits
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom 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.
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
The eladrin has advantage on saving throws against spells and other magical effects.
Actions
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.
Reactions
If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Spellcasting
The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: