Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Autumn Eladrin)
Actions/Abilities/Traits: D&D 5e (Autumn Eladrin)
Attributes
Strength: 12
Dexterity: 16
Constitution: 16
Intelligence: 14
Wisdon: 17
Charisma: 18
Skills
insight: +7
medicine: +7
Offense
Longsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.
Offense
Longbow
Circumstance: Ranged
7 to hit, range 150/600 ft., one target. (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.
Offense
Longsword
Circumstance: Melee
5 to hit, reach 5 ft., one target. (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Offense
Longbow
Circumstance: Ranged
7 to hit, range 150/600 ft., one target. (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
Action
Multiattack
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Bonus Action
Fey Step {@recharge 4}
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reaction
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.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The eladrin's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
calm emotions
sleep
Spellcasting
Frequency:
At Will
Attribute: cha
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
hold person
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The eladrin's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
cure wounds (as a 5th-level spell)
lesser restoration
greater restoration
heal
raise dead
Spellcasting
Frequency:
Daily
Attribute: cha
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
cure wounds (as a 5th-level spell)
lesser restoration
greater restoration
revivify
Trait
Enchanting Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 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.
Trait
Fey Step {@recharge 4}
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
13
Items
longbow
longsword
Resistances
psychic
Senses
darkvision 60 ft.
Languages
Common
Elvish
Sylvan
Environments
forest
Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
Autumn Eladrin
Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material 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, eladrin 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 their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty
Regardless of the aspect they express, eladrin love beauty and surround themselves 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.
Changeable Nature
Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided 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 conditions or other ongoing effects affecting it.
5e Tools
Actions/Abilities/Traits: D&D 5e (Autumn Eladrin)
Actions/Abilities/Traits: D&D 5e (Spring Eladrin)
Actions/Abilities/Traits: D&D 5e (Spring Eladrin)
Attributes
Strength: 14
Dexterity: 16
Constitution: 16
Intelligence: 18
Wisdon: 11
Charisma: 18
Skills
deception: +8
persuasion: +8
Offense
Longsword
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Offense
Longbow
Circumstance: Ranged
7 to hit, range 150/600 ft., one target. (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
Action
Multiattack
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Bonus Action
Fey Step {@recharge 4}
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Innate Spellcasting
Frequency:
At Will
Attribute: cha
The eladrin's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
charm person
Tasha's hideous laughter
Spellcasting
Frequency:
At Will
Attribute: cha
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
Tasha's hideous laughter
Innate Spellcasting
Frequency:
Daily
Attribute: cha
The eladrin's innate spellcasting ability is Charisma (spell save 16). It can innately cast the following spells, requiring no material components:
confusion
enthrall
suggestion
hallucinatory terrain
Otto's irresistible dance
Spellcasting
Frequency:
Daily
Attribute: cha
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save 16):
major image
suggestion
Trait
Fey Step {@recharge 4}
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Trait
Joyful Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 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 Joyful 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.
Trait
Joyful Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 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.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
10
Items
longbow
longsword
Resistances
psychic
Senses
darkvision 60 ft.
Languages
Common
Elvish
Sylvan
Environments
forest
grassland
Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
Spring-Eladrin
Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material 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, eladrin 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 their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty
Regardless of the aspect they express, eladrin love beauty and surround themselves 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.
Changeable Nature
Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided 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 conditions or other ongoing effects affecting it.
5e Tools
Actions/Abilities/Traits: D&D 5e (Spring Eladrin)
Actions/Abilities/Traits: D&D 5e (Summer Eladrin)
Actions/Abilities/Traits: D&D 5e (Summer Eladrin)
Attributes
Strength: 19
Dexterity: 21
Constitution: 16
Intelligence: 14
Wisdon: 12
Charisma: 18
Skills
athletics: +8
intimidation: +8
Offense
Longsword
Circumstance: Melee
8 to hit, reach 5 ft., one target. (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage.
Offense
Longbow
Circumstance: Ranged
9 to hit, range 150/600 ft., one target. (2d8 + 5) piercing damage plus 9 (2d8) fire damage.
Action
Multiattack
The eladrin makes two Longsword or Longbow attacks.
Bonus Action
Fey Step {@recharge 4}
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reaction
Parry
The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.
Trait
Fearsome Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A 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 Fearsome Presence for the next 24 hours.
Trait
Fey Step {@recharge 4}
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
11
Items
longbow
longsword
Resistances
fire
Senses
darkvision 60 ft.
Languages
Common
Elvish
Sylvan
Environments
desert
forest
When angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with astonishing quickness and strike with terrible force.
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
Summer Eladrin
When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material 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, eladrin 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 their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty
Regardless of the aspect they express, eladrin love beauty and surround themselves 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.
Changeable Nature
Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided 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 conditions or other ongoing effects affecting it.
5e Tools
Actions/Abilities/Traits: D&D 5e (Summer Eladrin)
Actions/Abilities/Traits: D&D 5e (Winter Eladrin)
Actions/Abilities/Traits: D&D 5e (Winter Eladrin)
Attributes
Strength: 11
Dexterity: 16
Constitution: 16
Intelligence: 18
Wisdon: 17
Charisma: 13
Offense
Longsword
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
Offense
Longbow
Circumstance: Ranged
4 to hit, range 150/600 ft., one target. (1d8) piercing damage.
Offense
Longsword
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 13 (3d8) cold damage.
Offense
Longbow
Circumstance: Ranged
7 to hit, range 150/600 ft., one target. (1d8 + 3) piercing damage plus 13 (3d8) cold damage.
Action
Multiattack
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Bonus Action
Fey Step {@recharge 4}
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reaction
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 make a 16 Constitution saving throw. On a failed save, the creature takes 11 (2d10) cold damage.
Innate Spellcasting
Frequency:
At Will
Attribute: int
The eladrin's innate spellcasting ability is Intelligence (spell save 16). It can innately cast the following spells, requiring no material components:
fog cloud
gust of wind
Spellcasting
Frequency:
At Will
Attribute: int
The eladrin casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save 16):
fog cloud
gust of wind
sleet storm
Innate Spellcasting
Frequency:
Daily
Attribute: int
The eladrin's innate spellcasting ability is Intelligence (spell save 16). It can innately cast the following spells, requiring no material components:
cone of cold
ice storm
Trait
Fey Step {@recharge 4}
As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Trait
Sorrowful Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin 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, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
Trait
Sorrowful Presence
Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a 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.
Trait
Passive Perception
13
Items
longbow
longsword
Resistances
cold
Senses
darkvision 60 ft.
Languages
Common
Elvish
Sylvan
Environments
arctic
forest
When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
Winter Eladrin
When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material 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, eladrin 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 their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty
Regardless of the aspect they express, eladrin love beauty and surround themselves 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.
Changeable Nature
Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided 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 conditions or other ongoing effects affecting it.
5e Tools
Actions/Abilities/Traits: D&D 5e (Winter Eladrin)