Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of Cadere must make a DC 23 Wisdom saving throw. On a failed save, the creature becomes charmed by Cadere for 1 minute. On a successful save, the creature becomes immune to Cadere and any eladrin's Enchanting Presence for 24 hours. Whenever Cadere deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
Fey Step (Recharge 3-6). As a bonus action, Cadere can teleport up to 30 feet to an unoccupied space it can see.
Magic Weapons. Cadere's Weapon attacks are magical.
Innate Spellcasting. Cadere's innate spellcasting ability is Charisma (spell save DC 23). It can innately cast the following spells, requiring no material components:
At will: calm emotions, sleep, cure wounds (as a 5th-level spell), lesser restoration, faerie fire, entangle, plant growth.
3/day each: greater restoration, heal, raise dead, dimension door
1/day each: plane shift
Magic Resistance. Cadere has advantage on saving throws
against spells and other magical effects.
Multiattack. Cadere uses their Calming Voice action, then attacks three times.
Shortsword. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 7) magical slashing damage.
Duskray. Ranged Spell Weapon Attack: +15 to hit, range 60 ft., 2 targets. Hit: 13 (1d10 + 8) fire damage plus 13 (1d10 + 8) cold damage.
Calming Voice. Cadere speaks a single calming word which reverberates for several seconds. Every creature of Cadere's choice within 60 feet that can hear them has the charmed and frightened condition ended on them. Cadere can also choose creatures with 60 feet that can hear them and force them to make a DC23 Charisma saving throw. On a failure, they have disadvantage on all attack rolls until the end of Cadere's next turn and disadvantage on Wisdom saving throws until the end of Cadere's next turn.
Foster Peace. If a creature charmed by Cadere hits with an attack roll while within 60 feet of Cadere, Cadere magically causes the attack to miss, provided Cadere can see the attacker.
Cadere can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Caderex regains spent legendary actions at the start of its turn.
Attack. Cadere makes one attack.
Fey Step. Cadere teleports up to 30 feet to an unoccupied space it can see.
Spell (Costs 2 Actions). Cadere casts a spell.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A tall, elegant figure, Cadere is an eladrin ascended to archefey status, leader of the fey of the Autumn Court. They balance the Seelie and Unseelie, a place of healing, clam, and refuge.
Lair and Lair Actions
A beautiful grove with trees in all stages of life.
Lair Actions
On initiative count 20 (losing initiative ties), Cadere takes a lair action to cause one of the following effects; Cadere can’t use the same effect two rounds in a row:
- Cadere casts a spell.
- Vines move to restrain people. Up to six targets are selected. They must succeed on a DC 15 Strength saving throw or be restrained for one minute. They can repeat this save at the start of their turn.
Regional Effects
The region containing a legendary Cadere’s lair is a beautiful grove with trees in all stages of life, which creates one or more of the following effects:
- Cadere can control plant life and growth in the area.
- Trees will live out there full life cycle in a day, then repeat it.
If the Cadere dies, these effects fade over the course of 1d4 days.
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