Veiled Twilight

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Fey

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Autumn Eladrin

Autumn Eladrin

Appearance & General Lore

(What a character would know with a successful Nature/History check, or what they see at first glance.)

  • Visuals:
  • Behavior:

Observed Tactics

(This is great for the wiki! It describes how they fight without giving away numbers. e.g., “These creatures tend to strike from the shadows and retreat, rarely staying for a fair fight.“)

Autumn Eladrin

Medium Fey (Elf), Typically Chaotic Neutral


Armor Class 19 (natural armor) Hit Points 165 (22d8 + 66) Speed 30 ft. Initiative +3 (13)


STRDEXCONINTWISCHA
12 (+1)16 (+3)16 (+3)14 (+2)17 (+3)18 (+4)

Skills Insight +7, Medicine +7 Damage Resistances Psychic Gear Longbow, Longsword Senses Darkvision 60 ft., Passive Perception 13 Languages Common, Elvish, Sylvan Challenge 10 (XP 5,900; PB +4) Proficiency Bonus +4


Enchanting 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. On a successful save, the creature becomes immune to any eladrin’s Enchanting Presence for 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.

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

Actions

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

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.

Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

At will: hold person
2/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, revivify

Bonus Actions

Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Reactions

Foster Peace. If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.



Graph View

  • Actions
  • Bonus Actions
  • Reactions

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