Summer Eladrin

Medium Fey (elf), Chaotic Neutral
MPMM

AC 19 (natural armor)

HP 165 (22d8 + 66)

Speed 50 ft.

STR

19 (+4)

Save +4

DEX

21 (+5)

Save +5

CON

16 (+3)

Save +3

INT

14 (+2)

Save +2

WIS

12 (+1)

Save +1

CHA

18 (+4)

Save +4

Skills Athletics +8, Intimidation +8

Resistances Fire

Senses darkvision 60 ft., Passive Perception 11

Languages Common, Elvish, Sylvan

CR 10

Traits

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.

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

Actions

Multiattack. The eladrin makes two Longsword or Longbow attacks.

Longsword. 8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands, plus 9 (2d8) fire damage.

Longbow. 9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) fire damage.

Bonus Actions

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.

Reactions

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.