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Eleinomae 2014

CR 5 fey

Medium fey, chaotic evil


Armor Class
18
Hit Points
112 (15d8+45)
Speed
30 ft., swim 30 ft.

STR13 (+1)
DEX19 (+4)
CON16 (+3)
INT14 (+2)
WIS14 (+2)
CHA19 (+4)

Saving Throws
Strength +4, Dexterity +7, Constitution +6, Intelligence +5, Wisdom +5, Charisma +7
Skills
Deception +7, Insight +5, Perception +5
Senses
passive Perception 15
Languages
Aquan, Common, Elvish, Sylvan
Challenge
5 (1,800 XP) · Proficiency Bonus +3

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

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.

Unearthly Grace.

The eleinomae's Charisma modifier is added to its armor class (included above).

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).

Environments: Swamp or Marsh

Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details