Eleinomae

Eleinomae

Medium fey, chaotic evil
  • Armor Class 18 ()
  • Hit Points 112 (15d8+45)
  • Speed 30 ft., swim 30 ft.
  • STR
    13 (+1)
  • DEX
    19 (+4)
  • CON
    16 (+3)
  • INT
    14 (+2)
  • WIS
    14 (+2)
  • CHA
    19 (+4)
  • Saving Throws Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7
  • Skills Deception +7, Insight +5, Perception +5
  • Senses passive Perception $1
  • Languages Aquan, Common, Elvish, Sylvan
  • Challenge 5 (1,800 XP)
  • Unearthly Grace. The eleinomae's Charisma modifier is added to its armor class (included above).
  • Reed Walk. The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment.
  • Innate Spellcasting. the eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

    at will: dancing lights

    3/day each: charm person, suggestion

    2/day each: hallucinatory terrain, major image

Actions

  • Multiattack. The eleinomae makes three dagger attacks and one reed flower net attack.
  • Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.
  • Reed Flower Net. Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.