Summer Eladrin

Medium fey (elf), Chaotic Neutral

Armor Class

19 (natural armor)

Hit Points

127 (17d8+51)

Speed

walk 50 ft.

Skills

Athletics +8, Intimidation +8

Damage Resistances

bludgeoning, piercing, slashing from nonmagical attacks

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

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 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.

Fey Step (Recharge 4-6)

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

Magic Resistance

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

Actions

Multiattack

The eladrin makes two weapon attacks.

Longsword

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands.

Longbow

Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.

Summer Eladrin

Medium fey (elf), typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

165 (22d8 + 66)

Speed

walk 50 ft.

Skills

Athletics +8, Intimidation +8

Damage Resistances

fire

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

Proficiency Bonus

+4

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.

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.