Spring Eladrin
Medium fey (elf), chaotic neutral
Armor Class
19 (natural armor)
Hit Points
127 (17d8 + 51)
Speed
30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
11 (0)
CHA
18 (+4)
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 10
Skills
Deception +8, Persuasion +8
Languages
Common, Elvish, Sylvan
Challenge
10 (5900 XP)
Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate Spellcasting. The eladrin’s innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
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At will: charm person, Tasha’s hideous laughter
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3/day each: confusion, enthrall, suggestion
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1/day each: hallucinatory terrain, Otto’s irresistible dance
Joyful 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 is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin’s Joyful Presence for 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.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands.
Longbow Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.