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Autumn Eladrin
- STR
- 12 (+1)
- DEX
- 16 (+3)
- CON
- 16 (+3)
- INT
- 14 (+2)
- WIS
- 17 (+3)
- CHA
- 18 (+4)
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 charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed creature can repeat the saving throw, ending the effect on itself on a success.
The eladrin has advantage on saving throws against spells and other magical effects.
The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: hold person
2/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, revivify
Actions
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
Bonus Actions
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Find this creature in the encounter builder

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 115 - Licenses and attribution