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Eleinomae

Medium fey, chaotic evil
Armor Class 18
Hit Points 112
Speed 30ft Swim: 30ft

STR
13 +1
DEX
19 +4
CON
16 +3
INT
14 +2
WIS
14 +2
CHA
19 +4

Saving Throws Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7
Skills Deception +7, Insight +5, Perception +5
Senses passive Perception 15
Languages Aquan, Common, Elvish, Sylvan
Challenge 5

The eleinomae’s innate spellcasting ability is Charisma (spell save DC 15).

At will: dancing lights

2/day: hallucinatory terrain, major image

3/day: charm person, suggestion


Unearthly Grace. The eleinomae’s Charisma modifier is added to its armor class (included above).   Reed Walk. The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn’t cost it extra moment.


Actions

Multiattack: The eleinomae makes three dagger attacks and one reed flower net attack.   Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 1d4+4 slashing damage plus 3 1d6 poison damage.   Reed Flower Net. Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).


 

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