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This is homebrew, submitted by a member of the community.

Summer Eladrin

Summer Eladrin

Medium fey (elf), chaotic neutralMedium fey (elf), chaotic neutral
Armor Class 19 (natural armor)19 (natural armor)
[~<13]
+/-/*
Hit Points 127 (17d8+51)127 ([17d8+51])
[~1-6]
Speed 50 ft50 ft

STR
19 (+4)
DEX
21 (+5)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)

Token URL:
Saving Throws
Skills Athletics +8, Intimidation +8 Athletics [+8], Intimidation [+8]
Damage Vulnerabilities
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Condition Immunities
Gear
Senses darkvision 60 ft., passive Perception 9darkvision 60 ft., passive Perception 9
Languages Common, Elvish, SylvanCommon, Elvish, Sylvan
PB +4
Challenge 10 (5,900 XP)

[+instructions]

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 fo r 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.

[b]Fearsome Presence.[/b] 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 fo r it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.
[b]Fey Step (Recharge 4-6).[/b] As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
[b]Magic Resistance.[/b] The eladrin has advantage on saving throws against spells and other magical effects.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The eladrin makes two weapon attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach S ft., one target. Hit: 13 (2d8+4) slashing damage, or 15 (2dl 0 + 4) slashing damage if used with two hands, plus 4 (ld8) fire damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + S) piercing damage plus 4 (ld8) fire damage.

Reactions


Parry. The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.

[b]Multiattack.[/b] The eladrin makes two weapon attacks.
[b]Longsword.[/b] Melee Weapon Attack: [+8] to hit, reach S ft., one target. Hit: 13 ([2d8+4]) slashing damage, or 15 (2dl 0 + 4) slashing damage if used with two hands, plus 4 (l[d8]) fire damage.
[b]Longbow.[/b] Ranged Weapon Attack: [+9] to hit, range 150/600 ft., one target. Hit: 14 ([2d8] + S) piercing damage plus 4 (l[d8]) fire damage.
[title]Reactions[/title]
[b]Parry.[/b] The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.

Legendary Actions

 

Details

When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force. When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force.
 
Source Mordenkainen's Tome of Foes p. 196
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10
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