Our assets are produced by independent artists and made available for the enjoyment of tabletop gamers worldwide. Like many other fey creatures, they have a whimsical, fever-dream quality to their behavior: their decisions sometimes make more emotional sense than they do strategic sense.The Roll20 Marketplace is the premiere online store for digital maps, tiles, tokens, and modules used in online tabletop gaming. The Mordenkainen’s eladrin are CR 10 champions, each intimately associated with a different season of the year. Is an alternative to the version of the subrace that appears in the Dungeon Masters Guide.The eladrin in Mordenkainen’s Tome of Foes are not in any way to be confused with the eladrin subrace of elves described in the Dungeon Master’s Guide. Introduced in the Planescape setting of AD&D 2nd edition and D&D 3rd edition, Eladrin were described as a type of celestial of chaotic good alignment and hailed from the plane of Arborea.Eladrin were a core race in only one edition: D&D 4e. Eladrin are a fictional race of creatures appearing in the Dungeons & Dragons (D&D) fantasyrole-playing game.The larger family of eladrin included: Fey eladrin, elven inhabitants of the Feywild, High elves, or 'common' eladrin, Noble eladrin, powerful elf-like fey, and Celestial eladrin, a race of elf-like celestials.What qualities do all the types of eladrin have in common? They all have resistance to physical damage from nonmagical attacks. The Eladrin (Variant) is the original version published in the DMG.The term 'eladrin' referred to a family of fey races or to specific races or subraces in that larger family. They don’t do that.They arent officially part of the game and arent permitted in D&D Adventurers. Eladrin morph from type to type according to the season—or their moods—with the metamorphosis taking place upon completing a long rest, so you don’t need to concern yourself with their changing type mid-encounter. One curious aspect of eladrin is that the four “types” aren’t separate beings at all.However, if vitamin D intake is excessive, blood. In fact, this is one of its most important roles. Vitamin D helps your body absorb calcium from the food you eat. This constellation of features allows them to dart around a battlefield, engaging and disengaging as they please, suddenly appearing up close or far away—whichever is more inconvenient for their targets.Elevated blood calcium levels. They all have superior natural armor, Magic Resistance, the Fey Step trait, and proficiency with both longswords and longbows.Confusion requires concentration but is useful against multiple targets—four being the ideal number, per the “Targets in Area of Effect” table in chapter 8 of the DMG—if those who resist the spring eladrin’s charms happen to be appropriately clustered within a 10-foot-radius sphere. Charm person, then, is obviously off the table except against a target on whom Joyful Presence has already worn off, or as a desperation move. But its range is the same as the range of the spring eladrin’s Joyful Presence, which charms creatures within a 60-foot radius.This means that the other spells in the spring eladrin’s repertoire have to be used for dealing narrowly with those foes who are unaffected by both Joyful Presence and enthrall—and these are most likely to be ones who are resistant or immune to being charmed. Enthrall concentrates the attention of an entire group on the eladrin, allowing its allies to surround them or slip away, depending on what the situation calls for. Hallucinatory terrain has a long casting time, so it’s more for laying groundwork before a combat encounter takes place the spring eladrin’s reasons for disguising the landscape may not even have anything to do with combat per se, only with a general intent to manipulate. The tricky part of managing their spell kit is that so many of their spells require concentration—and that so many affect only one target at once.Enthrall and hallucinatory terrain are exceptions to both of these restrictions.
D&D Eladrin Dmg Plus A SpellIf it can’t close the entire distance to its ranged-attacker enemy, it either casts an appropriate spell, Dodges (if it has allies present) or countersnipes with its Longbow. When shot at by a ranged attacker, it does the opposite: moves as close to its foe as it can get, Fey Steps the remaining distance into melee reach and Multiattacks with Longsword, two-handed (since it carries no shield), once plus a spell or twice with no spell. When engaged by a melee attacker, it begins its turn with Fey Step to distance itself without provoking an opportunity attack, moves another 30 feet away, wheels about and Multiattacks with Longbow—once if it needs to cast a spell at the same time, twice if it doesn’t. Suggestion and Otto’s irresistible dance are subpar for the spring eladrin’s purposes, although the latter can also be used against a target who’s shaken off Joyful Presence.Belligerent opponents who resist its charms and insist on attacking the spring eladrin will find it to be an elusive target. Parrying magic weapons always takes priority over Parrying nonmagical weapons. Combat ensues if they insist on approaching anyway.A summer eladrin uses Parry against a normal melee attack only when there’s no other foe with a magic weapon that it may need to Parry instead. But if any enemy reverses direction and comes back toward it, it goes back to Longsword.And if, when the PCs and the summer eladrin first meet, it’s more than 80 feet away from the nearest of them? Rather than charge a PC it can’t reach—and rather than lead with its bow—it uses its Intimidation skill to order them off. If it can’t, it stows its sword and takes out its bow while Fey Step is recharging, then Multiattacks with Longbow on its next turn. If it can reach that target with normal movement alone or normal movement plus Fey Step, it Multiattacks with its Longsword. But if Fey Step isn’t available, and it can reach that other opponent with its normal movement, it’s not going to worry about the OA.On subsequent rounds, the summer eladrin chooses a target who’s overcome its Fearsome Presence or was never affected by it in the first place. Video projector for macIt doesn’t resort to Longbow unless an intransigently antagonistic opponent resists its charms, in which case it moves to maintain a range of between 60 and 150 feet from that opponent and takes potshots until the quarrelsome idiot is finally either downed or dissuaded.Foster Peace is an interesting feature, because it can’t be used to thwart an attack against the autumn eladrin itself—it affects creatures charmed by the eladrin, and part of the charmed condition is an inability to attack whoever or whatever has charmed you. If a melee opponent comes to it, it attacks with Longsword—choosing to nonlethally knock its opponent unconscious if it reduces them to 0 hp—then Fey Steps away and uses the rest of its movement to get to a safe distance. In a combat encounter, the autumn eladrin relies most heavily on calm emotions, which it uses to try to turn the hearts of those who insist on fighting it and who are unaffected by Enchanting Presence from hostility to indifference.An autumn eladrin doesn’t move to attack. Sleep, as an innately cast 1st-level spell, is practically useless against a group of high-level adventurers its only feasible application is as a gentle, nonlethal coup de grâce against one or maybe two already severely injured opponents. As it’s parleying, it calmly approaches until it’s within 60 feet of all of them, so that its Enchanting Presence will kick in immediately if combat should ensue.Most of the autumn eladrin’s spells— cure wounds, lesser restoration, greater restoration, heal and raise dead—are boons rather than tactics. If possible, an autumn eladrin forestalls combat altogether by using its Insight skill to preemptively discern the PCs’ needs and “ get to yes” with them.
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