SUMMER ELADRIN – 5e stats

Medium fey, chaotic neutral
Medium eladrin, chaotic neutral

Armor Class 19 (natural armor)
Hit Points 127 (17d8 + 51)
Speed 50 ft.

Proficiency Bonus +4
Proficiency Bonus +7 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
19 (+4)21 (+5)16 (+3)14 (+2)12 (+1)18 (+4)

Saving Throws (suggested) Dex +9, Cha +8
Skills Athletics +8, Intimidation +8
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 9
Languages Common, Elvish, Sylvan
Challenge 10 (5900 XP)

Fearsome 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 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.

Fey Step (Recharge 4-6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.

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

ACTIONS

  • Multiattack. The eladrin makes two weapon attacks.
  • Longsword. Melee Weapon Attack: +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 4 (1d8) fire damage.
  • Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.

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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Summer Eladrin are a type of eladrin, which are elves of the Feywild, a realm of perilous beauty and boundless magic. Eladrin can change their appearance and personality according to the seasons, reflecting their emotions and the magic of the Feywild. Summer Eladrin embody the season of heat and wrath, transforming into aggressive warriors when they are angered or threatened. Their hair and skin turn golden, and their bodies radiate heat. They wear bright colors and adorn themselves with fiery gems and metals.

COMBAT

Summer Eladrin are fierce and fearless fighters, eager to vent their wrath on their enemies. They use their magic to enhance their fighting ability, moving with astonishing quickness and striking with terrible force. They favor melee weapons, especially swords, and can parry incoming attacks with ease. They also have a fearsome presence that can frighten any non-eladrin creature that comes near them. Additionally, they can use their fey step ability to teleport short distances, leaving behind a burst of fire that damages nearby foes.

HABITAT / SOCIETY

Summer Eladrin are usually found in the Feywild, where they live in harmony with the natural cycles of the realm. They often dwell in places that reflect their fiery nature, such as volcanoes, deserts, or tropical forests. They are loyal to their friends and allies, but quick to anger and challenge anyone who crosses them. They value courage, honor, and passion, and seek out adventure and excitement. They are also fond of music, poetry, and art that express their emotions.

ECOLOGY

Summer Eladrin are fey creatures, meaning they have a strong connection to nature and magic. They do not age as mortals do, but rather change with the seasons. They can choose to remain in one season for a long time, or switch between them as they please. However, some events or emotions can trigger a sudden change in their season, such as joy, sorrow, love, or fury. Summer Eladrin are often drawn to conflicts and causes that stir their emotions, such as wars, revolutions, or quests. They can be allies or enemies to other races, depending on their goals and interests.