Spring Eladrin

Medium fey (elf), Chaotic Neutral

Armor Class

19 (natural armor)

Hit Points

127 (17d8+51)

Speed

walk 30 ft.

Skills

Deception +8, Persuasion +8

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

Fey Step (Recharge 4-6)

As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.

Joyful 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 is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 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.

Magic Resistance

The eladrin has advantage on saving throws against spells and other magical effects.

Innate Spellcasting

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: charm person, Tasha's hideous laughter • 3/Day each: confusion, enthrall, suggestion • 1/Day each: hallucinatory terrain, Otto's irresistible dance

Actions

Multiattack

The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.

Spring Eladrin

Medium fey (elf), typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

165 (22d8 + 66)

Speed

walk 30 ft.

Skills

Deception +8, Persuasion +8

Damage Resistances

psychic

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

Proficiency Bonus

+4

Joyful 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 charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful 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.

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 with a use of Spellcasting.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Spellcasting

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: Tasha's hideous laughter • 1/Day each: major image, suggestion

Fey Step (Recharge 4–6) (Bonus Action)

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