19 (natural armor)
127 (17d8+51)
walk 30 ft.
Insight +7, Medicine +7
bludgeoning, piercing, slashing from nonmagical attacks
darkvision 60 ft.
Common, Elvish, Sylvan
10
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.
The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components: • At will: calm emotions, sleep • 3/Day each: cure wounds (as a 5th-level spell), lesser restoration • 1/Day each: greater restoration, heal, raise dead
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.
19 (natural armor)
165 (22d8 + 66)
walk 30 ft.
Insight +7, Medicine +7
psychic
darkvision 60 ft.
Common, Elvish, Sylvan
10
+4
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 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 charmed creature can repeat the saving throw, ending the effect on itself on a success.
The eladrin has advantage on saving throws against spells and other magical effects.
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): • At will: hold person • 2/Day each: cure wounds (as a 5th-level spell), lesser restoration • 1/Day each: greater restoration, revivify
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.