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Winter Eladrin in Dungeons & Dragons 5e

Winter Eladrin

Medium fey, any chaotic
Armor Class 19
Hit Points 127 (17d8+51)
Speed 50ft

STR
16 +3
DEX
20 +5
CON
16 +3
INT
14 +2
WIS
12 +1
CHA
16 +3

Skills Acrobatics +9 Deception +6
Damage Vulnerabilities fire
Damage Immunities cold
Senses Darkvision 60ft Passive Perception 12
Languages Elvish, Sylvan
Challenge 10

The Eladrins innate spellcasting ability is Charisma (DC16)

At will: The Eladrin can innately cast the following spells: Expeditious Retreat, Ray of Frost, Armor of Agathys, fog cloud

1/day: Haste (self only), Ice storm, Cone of Cold, Ice blade (5th Level)


Sorrowful 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. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The creature can repeat the saving throw at the end of each of their turns ending the effect and becoming immune to Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw.   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

Longsword Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 2d8 slashing damage, or 10 2d10 slashing damage if used with two hands.   Longbow Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 16 4d8 piercing damage.

Reactions

Frigid Rebuke When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.


 

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