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Winter Eladrin

Medium Fey (Elf), Chaotic Neutral

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Alternate Versions

Abilities

- Aura of sorrow weakens a creature's ability checks and saving throws
- Innate spellcasting
- Magic Resistance
- Frigid Rebuke damages attackers with cold

Appearance

Seasonal eladrin resemble both elves and nature spirits, often leaning more heavily on the latter. Their color, appearance and abilities fluctuate with their emotional state and the four seasons of the feywild, and their moods are often so extreme that they bring those seasons with them, altering both their physical form and their environment to suit their fickle temperament.

Size

Hero Forge: 8'5" (XXL)
Lore: Medium
Suggested: Medium

Other Monikers

Weeping Eladrin, Frost Eladrin, Snow Eladrin

Home Plane

Feywild (also Arborea, Arvandor)

Stat Block

5e:

- Angry Golem Games

- Mordenkainen's Tome of Foes (2018)

- Mordenkainen's Monsters of the Multiverse (2023)

Description

(From Mordenkainen's Monster's of the Multivers - 2023):


When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as icy cold.


General Info:


Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion- and due to their magical nature, they undergo physical changes to match their changes in temperament. 


Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result-those presented here are of the Fey variety. Some are still Humanoid, however, similar in that respect to their other elven kin. 


The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.


Changeable Natures: Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided they aren't incapacitated. When the eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions or other ongoing effects affecting them.



Eladrin as Player Characters:


Eladrin are elves of the Feywild , a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons- affinities that affect the eladrin's mood and appearance. An eladrin's season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. 


Your Trance trait lets you change your season. Like other elves, eladrin can live to be over 750 years old.


ELADRIN SEASONS (d4):


1) Autumn: peace and goodwill, when summer's harvest is shared with all 

2 ) Winter: contemplation and dolor, when the vibrant energy of the world slumbers

3) Spring: cheerfulness and celebration , marked by merriment and hope as winter's sorrow passes 

4) Summer: boldness and aggression, a time of unfettered energy and calls to action


ELADRIN TRAITS:


As an eladrin, you have the following racial traits. 


Creature Type. You a re a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. 


Size. You are Medium. 


Speed. Your walking speed is 30 feet. 


Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. 


Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. 


Fey Step. As a bonus action , you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this tra it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race): 


Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. 


Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. 


Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. 


Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. 


Keen Senses. You have proficiency in the Perception skill. 


Trance. You don't need to sleep, a nd magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystica lly acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.

Sources

- Angry Golem Games

- Mordenkainen's Tome of Foes (2018)

- Mordenkainen's Monsters of the Multiverse (2023)

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