Kassoon

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

Winter Eladrin

Winter 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 30 ft.30 ft.

STR
11 (+0)
DEX
10 (+0)
CON
16 (+3)
INT
18 (+4)
WIS
17 (+3)
CHA
13 (+1)

Token URL:
Saving Throws - -
Skills - -
Damage Vulnerabilities
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, prone blinded, deafened, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 13darkvision 60 ft., passive Perception 13
Languages Common, Elvish, SylvanCommon, Elvish, Sylvan
PB +4
Challenge 10 (5,900 XP)

[+instructions]

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 Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind

1/day each: cone of cold, ice storm

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

Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 for it, the creature is immune to any eladrin's Sorrowful Presence for the next 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

[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]Innate Spellcasting.[/b] The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: fog cloud, gust of wind
1/day each: cone of cold, ice storm

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

[b]Sorrowful Presence.[/b] Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 for it, the creature is immune to any eladrin's Sorrowful Presence for the next 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

Actions

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

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.

Longbow.

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.

Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.

Longsword. Melee Weapon Attack: [+4] to hit, reach 5 ft., one target. Hit: 4 ([1d8]) slashing damage, or 5 ([1d10]) slashing damage if used with two hands.
Longbow.

Ranged Weapon Attack: [+4] to hit, range 150/600 ft., one target. Hit: 4 ([1d8]) piercing damage.

Frigid Rebuke. When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 ([2d10]) cold damage.

Legendary Actions

 

Details

 
Source MTF, page 197
 
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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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