Winter Eladrin

Medium fey (elf), Chaotic Neutral

Armor Class

19 (natural armor)

Hit Points

127 (17d8+51)

Speed

walk 30 ft.

Damage Resistances

cold; 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.

Magic Resistance

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

Sorrowful Presence

Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 Sorrowful Presence for the next 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.

Innate Spellcasting

The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components: • At will: fog cloud, gust of wind • 1/Day each: cone of cold, ice storm

Actions

Longsword

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

Longbow

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

Winter Eladrin

Medium fey (elf), typically chaotic neutral

Armor Class

19 (natural armor)

Hit Points

165 (22d8 + 66)

Speed

walk 30 ft.

Damage Resistances

cold

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

10

Proficiency Bonus

+4

Magic Resistance

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

Sorrowful Presence

Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 Sorrowful Presence for the next 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.

Actions

Multiattack

The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.

Longsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 13 (3d8) cold damage.

Longbow

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold damage.

Spellcasting

The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16): • At will: fog cloud, gust of wind, sleet storm

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.