19 (natural armor)
127 (17d8+51)
walk 30 ft.
cold; bludgeoning, piercing, slashing from nonmagical attacks
darkvision 60 ft.
Common, Elvish, Sylvan
10
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.
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.
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
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.
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
19 (natural armor)
165 (22d8 + 66)
walk 30 ft.
cold
darkvision 60 ft.
Common, Elvish, Sylvan
10
+4
The eladrin has advantage on saving throws against spells and other magical effects.
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.
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
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.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold damage.
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
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.