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 willELAbRIN, 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 damageELADRIN, 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