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).