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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
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