ELADRIN
Eladrin dwell in the verdant splendor of the Feywild.
They are related to the elves found on the Mate rial
Plane, and resemble them in both their love of beauty
and the value they place on personal freedom. But
where other elves can temper their wild impulses,
e ladrin are creatures ruled by emotion-and because
of their unique magical nature, they undergo physical
changes to match their changes in temperament.
The eladrin have spent centuries in the Feywild, and
most of them have become fey creatures as a result.
Some of them are still humanoid, similar in that respect
to their other elven kin. The eladrin presented here are
of the fey variety.
Creatures of Passion. The magic flowing through
eladrin responds to the ir emotional state by transform-
ing them into different s easonal aspects, with behaviors
and capabilities that change with their forms. Some
eladrin might remain in a pa rticular aspect for years,
while others run through the emotional spectrum
each week.
Lovers of Beauty. Regardless of the aspect they ex-
press, e ladrin love beauty and surround themselve s with
lovely things. Eladrin try to possess any objects they find
striking. They might seek to own a painting, a statue, or
a glittering jewel. When they encounter people of comely
form or luminous spirit, they use their magic to delight
those folk or, in the case of evil eladrin, to abduct them.
AUTUMN ELADRIN
Eladrin often enter the autumn season when they are
overcome by feelings of goodwill. In this aspect, they
defuse conflicts and allevia te suffering by using their
magic to heal, to cure, and to relieve any ailment that
might afflict the people who come to them for a id.
They tolerate no violence in their presence and move
quickly to settle disputes, to e nsure that peace contin-
ues to re ign.
SPRING ELADRIN
The ir hearts filled with joy, spring eladrin cavort
through their sylvan realms, their songs and laughter
filling the air. These playful eladrin beguile other cre a-
tures to fill them with the joy of spring. Their antics
can lead other creature s into danger and make mis-
chief for the m.
SUMMER ELADRIN
When they are angere d, eladrin enter the season of sum-
mer, a burning, tempestuous state that transforms the m
into aggressive warriors eager to vent their wrath. Their
magic responds to their fury and amplifie s the ir fighting
ability, which helps them move with astonishing quick-
ness and strike with te rrible force.
WINTER ELADRIN
When sorrow distresses elaclrin, they enter the winter
season, becoming figures of melancholy and bitterness.
Frozen tears drop from the ir cheeks, and their pa lpable
sadness emanates from them as bitter cold.
CHANGEABLE N ATURE
Whenever one of the eladrin presented here finishes a long
rest, it can associate itself with a different season, pro-
vided it isn't incapacitated. When the eladrin makes this
change, it uses the stat block of the new season, rather
than its old stat block. Any damage the eladrin sustained
in its original form applies to the new form, as do any con-
ditions or other ongoing effects affecting it.
AUTUMN ELADRIN
Medium fey (elf), chaotic neutral
Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 30 ft. L
STR
12 (+l)
DEX
16 (+3)
CON
16 (+3)
Skills Insight +7, Medicine +7
INT
14 (+2)
WIS
17 (+3)
CHA
18 (+4)
Damage Resistances bludgeoning, piercing, and s lashing from
nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP) • •
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 l minute. On a successful save, the crea-
ture becomes immune to any e ladrin's Enchanting Presence
for 24 hours.
Whenever the e ladrin deals damage to the charmed creature,
the creature can repeat the saving throw, ending the effect on
itself on a success.
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 Spe/lcasting. The eladrin's innate spellcasting ability is
Charisma (spell save DC 16). It can innately cast the following
spells, requiring no material components:
At will: calm emotions, sleep
3/day each: cure wounds (as a 5th-level spell), lesser restoration
l/day each: greater restoration, heal, raise dead
Magic Resistance. The eladrin has advantage on saving throws
against spells and other magical effects.
ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: S (ld8 + 1) slashing damage, or 6 (ldlO + 1) slashing
damage if used with two hands, plus 18 (4d8) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600
ft., one target. Hit: 7 (ld8 + 3) piercing damage plus 18 (4d8)
psychic damage.
REACTIONS
Foster Peace. If a creature charmed by the eladrin hits with an
attack roll while within 60 feet of the eladrin, the eladrin mag-
ically causes the attack to miss, provided the eladrin can see
the attacker.
CHAPTER G I BESTIARY