Summer Eladrin

CreatureMPMMp. 1162014

Medium fey, chaotic neutral

Armor Class
19 (natural armor)
Hit Points
165 (22d8 + 66)
Speed
50 ft.
Challenge
10 (5,900 XP)
STR
19
+4
DEX
21
+5
CON
16
+3
INT
14
+2
WIS
12
+1
CHA
18
+4
Skills
Athletics +8, Intimidation +8
Damage Resistances
fire
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Elvish, Sylvan

Traits

Fearsome Presence.

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 becomes frightened of the eladrin 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.

Actions

Multiattack.

The eladrin makes two Longsword or Longbow attacks.

Longsword.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage.

Longbow.

Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.

Bonus Actions

Fey Step 4.

The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

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.

Raw data
{
  "ac": [
    {
      "ac": 19,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "10",
  "hp": {
    "average": 165,
    "formula": "22d8 + 66"
  },
  "cha": 18,
  "con": 16,
  "dex": 21,
  "int": 14,
  "str": 19,
  "wis": 12,
  "name": "Summer Eladrin",
  "page": 116,
  "size": [
    "M"
  ],
  "type": {
    "tags": [
      "elf"
    ],
    "type": "fey"
  },
  "bonus": [
    {
      "name": "Fey Step {@recharge 4}",
      "entries": [
        "The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see."
      ]
    }
  ],
  "skill": {
    "athletics": "+8",
    "intimidation": "+8"
  },
  "speed": {
    "walk": 50
  },
  "trait": [
    {
      "name": "Fearsome Presence",
      "entries": [
        "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 becomes {@condition frightened} of the eladrin 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."
      ]
    },
    {
      "name": "Magic Resistance",
      "entries": [
        "The eladrin has advantage on saving throws against spells and other magical effects."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The eladrin makes two Longsword or Longbow attacks."
      ]
    },
    {
      "name": "Longsword",
      "entries": [
        "{@atk mw} {@hit 8} to hit, reach 5 ft., one target. {@h}13 ({@damage 2d8 + 4}) slashing damage, or 15 ({@damage 2d10 + 4}) slashing damage if used with two hands, plus 9 ({@damage 2d8}) fire damage."
      ]
    },
    {
      "name": "Longbow",
      "entries": [
        "{@atk rw} {@hit 9} to hit, range 150/600 ft., one target. {@h}14 ({@damage 2d8 + 5}) piercing damage plus 9 ({@damage 2d8}) fire damage."
      ]
    }
  ],
  "resist": [
    "fire"
  ],
  "senses": [
    "darkvision 60 ft."
  ],
  "source": "MPMM",
  "passive": 11,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "MLW",
    "MW",
    "RNG",
    "RW"
  ],
  "reaction": [
    {
      "name": "Parry",
      "entries": [
        "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."
      ]
    }
  ],
  "alignment": [
    "C",
    "N"
  ],
  "languages": [
    "Common",
    "Elvish",
    "Sylvan"
  ],
  "senseTags": [
    "D"
  ],
  "soundClip": {
    "path": "bestiary/summer-eladrin.opus",
    "type": "internal"
  },
  "traitTags": [
    "Magic Resistance"
  ],
  "actionTags": [
    "Multiattack",
    "Parry"
  ],
  "damageTags": [
    "F",
    "P",
    "S"
  ],
  "environment": [
    "desert",
    "forest"
  ],
  "languageTags": [
    "C",
    "E",
    "S"
  ],
  "otherSources": [
    {
      "page": 196,
      "source": "MTF"
    }
  ],
  "attachedItems": [
    "longbow|phb",
    "longsword|phb"
  ],
  "hasFluffImages": true,
  "alignmentPrefix": "Typically ",
  "conditionInflict": [
    "frightened"
  ],
  "savingThrowForced": [
    "wisdom"
  ]
}