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ELADRIN ‘The eladrins aré the native race of The Feywild, just as the devilsare associated with Bator and the demons with the Abyss. They're wild and free beings who exultin their own existence and live a life of song and celebration. ‘The eladrins ad all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism. In the Feywild, the eladrins move from place to place constantly, reveling in the natural beauty ofthe plane and seeking adventure. They’re defenders of goodness and freedom wherever itis threatened, and seek to counter the influences of demons and devils among mortals. To the eladrins, mortals should be free to choose their own destinies without fiendish interference; many of the more powerful eladrins constantly roam the planes and prime-material worlds, working against the fiends who seek to dominate these realms. Although the individual types of eladrins are diverse in power and appearance, asa race they're creatures of faerie grace, quickness, and beauty. Eladrins fall into two categories Common. (the playable eladrin race in the DMG) Lesser (bralani,coure, noviere, shiere) Greater (Gore, ghaee,tulan Lesser eladrins rarely leave the plane of Arborea, but greater eladrins can be found anywhere serving the cause of good. The Court of Stars.The smallest ofthe courts, itis nevertheless the most influential as itis the domain of the ruler ofthe Eladrin, Morwel. She has many aliases: the Lady of the Lake, The Queen of Stars, the Lady of Stars, but the most well known in the prime is Titania, Queen of the Faeries. The Court of Stars isnt the government ofthe eladrins as much ast is the heart or sprit ofthe race. The Court itself travels across the Feywild and and) Arborea and isa demiplane in ts own right. Ibis exceedingly dificult to find it and enter it without invitation, though most ofthe time the court is open to all Visitors. By ancient law, he Court of Stars also adjudicates disputes between the other monarchs should they officially request arbitration from the queen. Otherwise, Morwel and her Court remain quite aloof in the governing of her people. ‘The Seasonal Courts. Each court is ruled by a Monarch, though in truth each lord under them is almost independent, much like the relationship of the Eladrin Lords tothe Queen of Stars. The four Monarchs are known by their titles: Lord of Dawn andRebirth (Spring), The Lord of Light and Illusion (Summer), the the Lord of Fear and Madness (Autumn), and the Queen of Frost and Sorrow (Winter/Midnight) ‘The Dark Court-For all their light and glory and hatred of evil, some succumb to their darker desires. Those that do are banished to the Feydark, where they have joined the Unseelie Court and now rule as dark lords ofthat domain, and they plot against their former peers. The | among these dark tulanisis the Queen of Air and Darkness, an ancient faerie goddess who expects abs loyalty in her domain. Hers i the largest and most Powerful court as it encompasses a huge swathe ofthe Feydark and most of her subjects are not eladrin at all, but rather evil fey creatures and other monsters. ELaprIn, BRALANI ELADRIN, BRALANI medium fe chose good ‘Armor Class 17 (studded leather armor, defensive dueist) Hit Points. 76 (8d10+24 with tough feat) Speed 40f fy 60 (ety form only) STR DEX 1402) 1844) con NT 12041) 10090) wis 10 (+0) cHA 163) Saving Throws ir +5, Dex +7, Con +4 Skills Nature +3, Perception +3, Stealth +7 Damage Resistances cold, cd slashing, piercing, bludgeoning from nonmagieal attacks in whitwind form Damage Immunities electricity Condition immunities petified, charmed Senses darkvsion 60, passive Perception 13, Languages Sylvan, Elven, Common, Celestial Challenge 6 (2:300 xp) ‘Second Wind: 1d10+8 1/short rest, as fighter. ‘Action surge I/short rest as fighter. Innate spellcasting.Save OC 18. At will: Shocking Grasp (whirlwind form onl};3/day: Charm person, Blur, Gust of Wind:2/ day: Lightning Bolt, Wind Wal, Mirror image, Healing Word (3rd level); 1/day: misty step Whirlwind Form. The Brolani Eladrin can use its action to polymorph Into a whirlwind of air. Any equipment worn melds into the fer form and becomes non-functional, but gains a bonus to AC equal othe {Charisma modifier, n whirwind form it can fly and use ts innate spellastng. In whirlwind form it can move through other creatures land objects as ifthey were dificult terain. It takes 5 (1410) force damage ifit ends its turn in side an object. n whicwind form the bralanis also resistant to non-magical attacks ACTIONS ‘Multiattack: The bralani makes two scimitar attacks or two shortbow. attacks in humanoid form Scimitar: Melee Weapon Attack: +8 to 19-20. Mit: 9 (166) piercing damage. t reach Sf, one targeteit Short bow: Ranged Weapon Attack: +7 10 ht, 80/320 feet range, one target. Hit 7 (16644) plorcing damage ‘Shocking Grasp (whirlwind form only) +6 to hitTouch, one target, its 9 (2d) ightning damage. Advantage on the attack rll if target is wearing metal armor. REACTIONS orry The bralani can use his reaction to add 3 point to hi AC for ‘that attack, potentially causing the attack to miss. ‘They’re the wildest and most feral of their kind, existing from heartbeat to heartbeat in a glorious, never-ending passion. No eladrin can match the fury of an angry bralani, or the keening depths of her grief or sorrows; or the blissful heights of her joy. Bralani are tied to the desert regions of the Feywild, but may occasionally be found dancing in the desert winds or arctic wastes of other realms, exulting in their freedom and the beauty of the open land. Bralani in their natural form resemble short, stocky elves, broad in the shoulders but graceful nonetheless. Their hair is usually a bright silvery-white, and their eyes are an everchanging rainbow of hues that flicker and shift with the vagaries of the bralani’s mood. Bralani can also take the shape of a whirlwind of dust, sand, or snow, racing across their beloved plains like living zephyrs.Bralani are the most distant and fey of the eladrins, dangerous to approach and fickle in temperament. Strangers might be greeted with wild celebration or attacked in a towering rage.Although the bralani’s purpose seems to be to dance and race about in the wastes, they'll drop their endless dance in a ‘moment if they come across cil in their domain. A few rare and ‘unusual bralani sojourning in other worlds ally themselves with the local forces of good, siding with a tribe of noble desert savages or aiding a group of northern herdsmen. In their native layer or Pelion, the bralani travel in loose bands in an unending dance of wind and sand. Each day the band travels hundreds of miles, stopping only to play pranks on travelers or deal with any unwanted intruders they find. The bralani don't acknowledge any one individual as leader. The entire band acts merely on spontaneous impulses, which can make these eladrins very hard to deal with. When the bralani leave Pelion, they travel in small groups of only 1 (03 individuals. In the rare instances where the bralani have ‘mobilized for war, they act as scouts and skirmishers, harrying the enemies flanks and rear » Exaprin, COURE ‘The smallest eladrins are the coures, tiny, spritelike creatures who can be found throughoutArborea. They're messengers, scouts, pranksters, and mischief makers who pester and annoy any travellers or more ‘serious eladrins they run across. The coures’jests are not meant ‘maliciously; infact, is hard for even the most dour Doomguard to hang onto a frown when a flock of coure eladrins is dancing around his head. Despite their senses of humor and boundless energy for song, dance, and jest, coure eladrins tale a definite turn for the serious when confronting evil creatures. Harmless pranks develop into skilled guerilla tactics of hitand-run nuisance attacks while messengers are sent to summon more suitable opposition to the threat. —_—_— es ELADRIN, COURE tiny ex, chaote dood ‘Armor Class 15 (leather amor) Hit Points. 15 (248+2) Speed 15ft fy 40. (60K globe of ight fom) STR 6(2) ox 18 (+4) con 1261) wt 1261) wis 10,0) Ha 14 (92) ‘Saving Throws Dex +8, Cha +6 Skills Nature +3, Perception +2, Stealth +6 Damage Resistances cold, act; slashing, piercing, bludgecning ffom ronmagial attacks in globe of light form Damage Immunities electcty Condition Immunities petted, charmed Senses darkvision Of, passive Perveption 12 Languages Sylvan, Elven, Common, Celestial Challenge 1 (200 xp) ‘Skulker. You can try to hide when you ae lightly obscured from the Creature from which you ae hing, When you ae hidden from 3 Creature and miss Ie witha ranged weapon attack, making the attack doesn't reveal your positon Innate spelicasting. Save DC 12.At wil detect ev, detect magi, dancing lights, foere fire 3/day: magic missile; /day:Tosha’s hideous Taughter ‘Shopechanger. The Coure Eladen can use its action to polymorph into 2 Smal globe of light form.Any equipment worn meldsinto the globe | form and becomes nan-funetional, but it gains abonus to armour class ‘equal to its charisma bonus. In globe form it can fly and can only use linate spelicasting ACTIONS } ‘Shortsword: Melee Weapon Attack: + tot, reach 5 ft, one target. ite 5114) piercing damage. “Short bow: Ranged Weapon Attack: +6 tohit, 120feet range, one | target, Hit:5 (144) piercing damage | SS Despite their senses of humor and boundless energy for song, dance, and jest, coure eladrins tale a definite turn for the serious when confronting evil creatures. Harmless pranks develop into skilled guerilla tactics of hitand-run nuisance attacks while messengers are sent to summon more suitable opposition to the threat. Coure eladrin resemble tiny, slender elves with long gossamer wings trailing from their shoulders. They appear in a variety of improbable colors and are fond of wearing bright apparel of questionable taste. Accoure can assume the shape of a tiny (6" diameter) ball of faerie-light at will ELAbRIN, FIRRE In their natural form, firre eladrins resemble stocky elves with brilliant red hair and fiery red eyes. At first glance, a finre might be taken for a half-elf, but her eyes give her away; they have no iris or pupil, and glow brightly with the firre's inner flame, Passions for the Arts.[t shouldn't be any surprise that there are eladrins who devote themselves, to art, music, and magic. The firres (pronounced fers) are creatures who live for beauty; their lives are consumed by a fiery passion for art of any kind, and they strive to make their own existence a living image of wonder and delight. Firres have a deep love and appreciation of ‘mortal art, and often embark on lengthy sojourns on the Prime Material Plane to seek out works of excellence, es Wandering Performers.The fire eladrins live as wandering minstrels and bards in the Feywild, attending the courts of more. powerful ¢ladrins or tarrying to entertain a circle of coures in a forgotten dell. Their pursuit of beauty leads them to any place where art, skill, or grace is held in high esteem. A body could run across a firre traveling the outer planes or prime material, or visiting the palaces of neutralaligned powers just as easily as hed find one in the Feywild. Eladrin, Firre mealum fe, chose dood ‘Armor Class. 19 (guardian feycratted half plate armor); 18 (fer form) Hit Points 129 (14d8¢56 with tough feet) Speed 308, fy 60. (fiery form only) ste 18 (+4) ex 18 (+3) conn 14 (2) 12¢¢1) wis 14 (2) cHa 20 (+5) Saving Throws Dex +8, Con +7, Cha +10 Skills Arcana #8, Deception +10, History +6, Perception +12, Performance +15, Persuasion +10, Stealth +8 Damage Resistances tire, acd slashing, piercing, bludgeoning ‘om nonmagical altacks in fre pila form Damage Immunities electri fire in par form only Condition Immunities petrified, charmed Senses darkvsion 60M. passive Perception 22 Languages Syivan,EWven, Common, Celestial Challenge & (3,900 xp) Battle Magic (humanoid form only). When the Fire casts a bard spell {as an action, he gets a weapon attack a 2 bonus action. ‘Bardic inspiration (humanoid form only). 5/short rest. the eladrin ean inspire others through stirring words or music. To do so, the eladrin uses a bonus action on its turn to choose one creature other than himself within 60 feet who can hear the eladrin. That creature gains ‘one Bardic inspiration die, a d10. Once within the next 10 minutes, the creature can rll the die and add the number rolled to one ability check attack rl, damage rol, saving throw it makes, The creature ‘an wait until after irolls the d20 before deciding to use the Bardic Inspication de, but must decide before the DM says whether the rll sueceeds or fails. Once the Bardic Inspiration de is rolled, its lost ‘creature can have only one Bardic Inspiration de at a time. Fire Aura. (fie form only). tthe start ofeach ofthe Fire’sturns, each Creature within S feet oft takes 7 (246) fre damage, and flammable ‘objects in the aura that aren't being worn or carried ignite. A creature ‘that touches the Firre in globe form or its it with a melee attack wile within fet of it takes 7 (246) fre damage. Innate speleasting (humanoid or globe form).1/short rest: misty step -Magie Resistance.The elacrin has advantage on saving throws against spells and other magical effects ‘Ritual Magle (Humanoid form only. The Fere can cast dently, Leomund's Tiny Hut, and Locate onimols and plants as ritual spells without expending pel sot ‘ShapechangerThe Fite Eladrin can use its action to polymorph into a Small lobe of fire o pila form. Any equipment worn melds into the fiery form and becomes non-functional, butt gains a bonus to armour class equal toits charisma bonus. In globe form it can flyand can only use fire rays in combat. It can use innate spelicastng but not fey magic In globe form it can move through other creatures and objects asf they were difficult terrain. t takes 5 (1610 force damage fit ends its turnin side an object. globe form itis also resistant to non-magical attacks. Spellcosting (humanoid form only-The Fre san 18th-levelspeleaster. ts spllcasting ability is Charisma (spell save DC 18, +10 0 hit with spell atacks). The Frre has the following bard spells prepared (20 total CCantrips (at wil: Blade Ward, True Strike, Mending, Viious Mockery {st level (4 slots):Charm person Healing Word, Shield 2nd level (3 slots): Animal Messenger Enthrl, Detect Thoughts, See invisibility Silence, Suggestion 3rd level (3s lts):Dispel Magic, Fear Plant Growth Ath level 3 slots Fire Shield, Greater ivisibilty Sth level (2 slots}: Animate Objects, Moss Cure Wounds ‘th evel (15 lot: Eyebite 7th level (1 sot): Mordenkainen's Sword War Caster. Te Fire has advantage on Constitution saving throws ‘made to maintain concentration on a spell when he takes damage. ACTIONS. ‘Muttiattock: The Fiere can make two Flaming Greatsword attacks or ‘wofire blast atacks. Flaming Greatsword +1 (humanoid form only) Melee Weapon Attack #10 to hit, reach 5 ft, one creature, crt 18-20. Fit: 12 (24645) slashing damage pls 3 (145) fire damage, Fire Blasts (fier form only). Ranged Spel Attack: +10 to hit, 120 feet range, one target pr attack: Hit: 20 (24645) fre damage. »ELAaprINn, NOVIERE | ELADRIN, NOVIERE yi dadped ‘Armor Class 16 (coral armor) it Points. 54 (5410+20) Speed 30°, swim 30. (608 water dolphin form) SIR DEX CON. INT. = WIS_— CHA 1a(+4) 16043) 12(+1) 10/40) 12(+1) 18.43) Saving Throws Dex +8, Conv4 Skills Animal Handing +7, Nature +3, Perception +, Stealth +6 Damage Resistances cold, acd; stashing, piercing, bludgeoning from nonmagical attacks in water doiphin fom Damage Immunities electiiy Condition Immunities petted, charmed Senses bindsight (dolphin), darkvsion 60f, passive Languages Aquan, Sylvan, Elven, Common Challenge 3(700 %p) Perception 14 Innate spellcsting.Save DC 14, At will: Light 3/day: Alter Sef ‘Charm person; 2/day: Mirror mage, Phantasm force, Siow; 1/day: Woter Breathing; 1/short rest: misty step Dolphin Form. The Noviere ladrin can use is action to polymorph into ‘2 dolphin form made of shimmering water. Any equipment worn melds into this watery form and becomes non-functional but gains a ‘bonus to AC equal tots Charisma modifier. It can bite and use innate spelicastng in dolphin frm. ‘The seas and islands of the Feywild are the home of the noviere ¢ladrins. Like the bralani, the novieres are a people who celebrate the beauty of the lands and emerald waters around them. They're the most straightforward and approachable of the eladrins. The shieres are blocks of ice to the typical cutter Echolocation (dolphin only).the Noviere can't use its blindsight while deafened. Water Breathing. The Noviere can breathe water as wll a ar ‘Keen Hearing (dolphin only)-the Noviere has advantage on Wisdom traveling in the Feywild, the bralani are fickle and flighty, and (Perception) checks that rely on hearing ‘trying to talk seriously to a coure can drive a sod barmy ~ but the novieres'e willing to take a basher at his word and deal with im the way he deals with them. ACTIONS hhim the way he deals with th The novieres appear to be aquatic elves ornixies. Ther skins are _Mutiattak: in humano\d form, the Novire can make an attack with greenish, blue, or golden in hue, and their hair ranges from deep the ident and anet attack asa bonus ation, blue green to pale blond. They're equally at home in the water or Trigent (humanois form onl+7 to ht one target, reac Sf ‘on land, The novieresire somewhat more human in appearance Hi (ad6s4) piercing damage than a full-blooded aquatic elf they're stockier, and have no ‘ominent gills or webbing in their fingers. Their eyes mirror et humane form on: Lag or smal et the colorfthe seas around them. In ation fo ther humanoid festained unt iis reed. A net has no effect on creatures that are ee ciao at uae toate formless, oF creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itsefor another creature within its reach on a success. Dealing 10 slashing damage to ‘the net (AC 10) also frees the creature without harming it ending the effect and destroying the net. entirely of shimmering water. Bite (Dolphin form only): +7 t0 bit, one target, reach 5t. Hit: 1 (24644) piercing damage ELADRIN, SHIERE ‘Thewarriors of the Eladrin courts are the Shiere, also ‘known as Fey Knights. They are, graceful eladrin knights "who fight with ski strength, and honor. They're the defenders ofthe eladrin courts, a shining host that seeks ut evil intruders and ensures that no darkness will trouble the Queen of Stars or her people. The fey knights are the most numetous cladrins that regularly inhabit the tulani courts, and are the highest of the.common cladrins. Defenders of the Courts. By night the Shiere gather together in mosinted companies to ride the wilds of the Bladrin domains and drive away any who would do harm to the peaceful folk of the Feywild. Fey knights of unusual 5 ‘wisdom or experience are often acknowledged as hunt leaders or captains in the service of a tulani lord, but when the battle is over all knight companies share the same rank. Description. The Shiere appear to be tall high elves of, some kind. They're long-limbed and slender, with lanky frames and long, narrow faces and hands. Shiere is as strong as the mightiest mortal warrior despite his slender build. All Shiere are very fairskinned, with pale golden or silver hair and piercing eyes of blue, green, of violet. Unlike the other eladrins, Shiere are bound more permanently into their demihuman form and cannot shapechange into the noble eladrin globe of light form. Behaviour. Shiere are honorable and courageous and celebrate similar qualities in others. They can be cold as ice ‘when dealing with those who don't measure up to their own high standards of behavior however. ELaprin Fey Knicut mean ey choot goat ‘Armor Class 20 (+1 breastplate armor, defensive stance, shield) Hit Points Points 98 (¢d10+5d8+33), 113 with Armor of Agathys ‘Speed 30. sm 18 (+4) Dex 10(+0) ‘con 1241) Int 10(+0) wis CHA 1241) 16(+3) ‘Saving Throws Str +8, Con +5, Cha +7 ‘Skills Arcana +4, Animal Handling +7, Intimidation «7, Nature +4, Perception +5, stealth +6 ‘Senses darkvision 60, passive Perception 14, Languages Eif, Common, Sylvan ‘Challenge 7 (2,900 xP) Equipment. +1 Guardian Feycroft breastplote, Fey Longsword (summoned), Shield ‘Opportunity Master. When the Fey Knight makes an ‘opportunity attack withthe weapon, he has advantage on the _attack rll, When doing so, he loses one point of AC until the beginning of his next turn. ‘Action Surge. On the eladrin’s turn, the eladrin can take one | ‘additional action on top of his regular action anda possible | ‘bonus action. Once the eladrin uses this feature, the eladrin | "must nish a short or long rest before he can be used again. Eldritch Sight. The fey knight can detect magic at wil. Vanish. When the Fey Knight is in an area of dim light or darkness, he can use his action to become invisible until he ‘moves or takes an action or a reaction. Fey Longsword. The Fey Knight can use his action to create a ‘shimmering sword in his empty hand. This weapon counts as ‘magical for the purpose of overcoming resistance and. ‘immunity to nonmagical attacks and damage. When wielding this weapon, he scores a critical ht on roll of 19-20. Feycrafted Plate. The Fey Knight's armour provides a +2 bonus to ntti checks, and can emits soft moonlight (2s cim ight) ina Sft radius asa bonus action, When wor, it demands. “attunement and it doesnt allow ts bearer to attune other | items. its magic only takes effect if worn by non-evil elves or |fey creatures. Fey ancestry. The knight has advantage on saving throws | against being charmed, and magic can’t put the drow to sleep. | Fey Magic The Fey Kright can cast the folowing spells twice | pershortor long rest, 2s 3d level spells-tt level: Armor of | Agatis Faerie Fre. Seep Charm person, Protection from | Good; 2nd eve: Calm emotions. Miror age. Phantasm | Force. Suggestion; 3d eve: link lant Growth Counterspel! | Fey Step. The fey knight can use the misty step spell. Once use, hhehas to wait nti shor or long rest before he can use it |again. Actions -Mattiattack. The fey knight can make two melee attacks or two ranged spel attacks. Fey Longsword. Melee Weapon Attack +9 o hit crit 1920, reach 5 ft, one target. it 11 (168 +6 slashing damage. Energy Bott. Ranged Spell tack +7 to hit, range 120 fe, one target. Hit 8 (1410 + 3) force damage. \ ELADRIN, TULANI This being resemble8 a tall, stately elven noble dressed in shimmering, delicately adorned armour and robes of shifting colour. It has pure, unblemished skin of all shades of colour including gold and silver, and bright purple eyes. High lords of the Feywild.The tulanis are the ancient faerie lords of the eladrin, As rulers over the lesser eladrin: tulani are rarely encountered. The tulani watch over the Feywild and act as stewards over the realms ofthe ladrins. Typically tulani will have a host of fey warriors and knights in his domain The tulani el only to the Queen of Starshhersell a tulani and the greatest of her kin, who shares the Feywild with as a neutral arbiter between the various lords, Within their own realms, tulani are free to rule as they see ‘generally, they're compassionate but distant overlords who allow their subjects to do as they please. Eldritch Might. When stirred to battle, these beautiful beings can shatter entire armic ‘wielding glo ‘swords of light and cascades of lightning and other fey magies of unparalleledpower. They are to spells and are very versatile opponents, commanding a vast repertoire of magics. The ‘among them rival the mightiest warlocks in sheer power, and the mightiest among the Archfey themselves. ELADRIN, TULANI medium fe, chaotic good ‘Armor Class 21 (+1 feycrfted guardianhalf plate armor, combat feats); 20 globe form (natural) Hit Points 202 (18410+90) with tough feat Speed 302, fly 60 f,(labe form onl). STR 20(+8) EX 18 (+4) CON INT 16 (+3) 14 (+2) wis: 18 (+3) CHA 22 (+6) Saving Throws Dex +10, Con ~9, Wis +9, Cha +12 Skills Arcana +8, Deception +12, History +8, Insight +9, Nature +8, Perception #9, Performance +12, Persuasion +12, Stealth +10 Damage Resistances cold, act; slashing, piercing, bludgeoning from nonmagical attacks in globe form Damage Immunities elecincity Condition Immunities petrified, charmed Senses truesight 60 ft, darkvision 608, passive Perception 19 Languages Syivan, Even, Common, Celestal, Tongues Challenge 16 (15.000 xp) ‘Action surge (humanoid or globe form).A/short rest, a5 Fihter. Blade Mastery.The Tulani Eladrin are masters with their energy swords. They gain +1 to hit when using them. When they make an opportunity attack with the weapon, they have advantage onthe attack rl. When raking an opportunity attack with advantage, their AC is reduced by 1 nti the end of their nex turn Fey magic (humanoid only).The Tulani can cast spells a a warlock From the following list five times per short or long res, using Sth level slots. Save 0¢ 20. 1st ht Faerie Fre, Protection from Good/Evi Sleep 2nd Wk: Blur, Mirror Image, Phontasmal Force, Suggestion 31d Iv Blink, Counterspel, Dispel Magic Fly, Plant Growth "th hu Bonishment, Dimension Door, Daminate Beost, Greater Invisitility, Palymorph, Sth lu: Dominate person, Oream, Serving, Seeming Court Magic humanold or globe form). Each Tulan Eladrn is a member ‘of one ofthe courts, and gains signature spells usable once per short ‘or long rest depending on the court they belong to. These spells are cast at theicnorma level Spring Court: Aura of Vitality, Awaken Summer Court: Conjure Fite Elemental, Daylight ‘Autumn Court: Fear, Geas Winter Curt: Bestow Curse, Cone of Cold | Unseslie Court: Animate Dead, Cloud Star Court: Dispel Elland Good, Divination Fey Presence (humanoid or globe form). Asa bonus action, each creature ina 10-foot cube originating ftom the Tulanimaks aDC20 | \Wistlom saving throw The creatures that fil thei saving throves ar all charmed or frightened by the Tulan until the end of ts next turn. Once it uses this feature, the Fulani cant use't again until it irishes a short ‘or long rest. _ Innate spelicasting (humanold or globe form). Save DC 20. ‘At wil: detect magi levitate, speok with animals tongues 2fshort rest: misty step {long rest: mass suggestion, canjure fey (Fey Knight), heal (Bt), time stop ‘Lords of ilusion (humanoid or globe form).the Tulan\ Eladrin can plunge a creature into an ilusory realm. As a banus ation a creature ‘that the Tulani can see within 60 feet of it must make 2 DC20 Wisdom ‘saving throw. On a flied save itis charmed oF frightened by the Eladrin (its cholee) for 1 minute or until the eladrin’s concentration is. broken (asif the Tuan is concentrating on a spel). Ths effect ends ‘arly ifthe creature takes any damage. Unt ths illusion ends, the ‘creature thinks its lost ina misty realm, the appearance of whichis ‘chosen by the Tuan. The creature can see and hear only itself, the “Tulan\ Eladrn, and the illusion TheTulaniElagrinmust finish a short or long rest before it can use this feature again ‘Magic Resistance. The Elarin has advantage on saving throws against spells and other magical effects. ‘Ritual Magic (Humanoid form only). The Tulani can cast Alarm, Identify ‘Phantom Steed, Water Breathing, Leomund’s Tiny Hut, and Contact, ‘other Plane as ritual spells without expending spell sits. ‘Shapechanger.The Tulani laden can use its action to polymorph into a ‘Small globe of light form Any equipment worn melds into the globe {form and becomesnon functional, but it gins a bonus to armour class ‘equal toits charisma bonus. In globe form it can flyand can only use ‘dream raysin combat. It can use innate spelleasting but not fey magic. In globe form it can move through other creatures and objects as ifthey ‘were dificult terrain. It takes 5 {1610} force damage iit ends its turn inside an object. In globe form ite also resistant to nonmageal attacks. ‘Sword of Light (humanoid form only). At wil, 3s a reaction, the Tlani ‘an create a blade of radiant energy It functions as a+ Longsword that Inflts. maximum radiant damage per hit (Asa sword of sharpness, but ‘without the additional effects) that deals an extra 246 radiant damage to evil creatures, War Caster. The Tulasi has advantage on Constitution saving throws, ‘made to maintain concentration on a spell when he takes damage. ACTIONS ‘Muttiattack: The Tulani can make three Sword of Light attacks or four lightning blast or dream ray attacks ‘Sword of Light (humanoid form only). Melee Weapon Attack: +120 | hit reach 5 ft, one creature, ert 19-20. Hit: 16 radiant damage. Lightning Blasts (humanoid form only). Ranged Spel Attock: +12 0 hit, 120 feet range, one target por attack: Mit: 14 (1d10+6} lightning damage. ream ray (globe form only). Ranged Spell Attack: +12 obit, 120 feet range, one target: 11 (1d10+6) psychic damage

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