Medium Fey (Elf), Chaotic Neutral
Armor Class 19 (natural armor)
Hit Points 352 (47d8 + 141)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws WIS +11, CHA +11
Skills Arcana +15, Insight +17, Medicine +11, Persuasion +17, Religion +15
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 20
Languages Common, Elvish, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Enchanting Presence. Any non-fey creature that starts its turn within 60 feet of the sage must make a DC 19 Wisdom saving throw. On a failed save, the creature becomes charmed by the sage for 1 minute. On a successful save, the creature becomes immune to any sage’s Enchanting Presence for 24 hours. 

When a beast or plant creature attacks the sage, that creature must make a DC 18 Wisdom saving throw. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against the sage.

Whenever the sage deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.

Fey Step (Recharge 4 – 6). As a bonus action, the sage can teleport up to 30 feet to an unoccupied space it can see.

Innate Spellcasting. The sage’s innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:

At will: calm emotions, sleep

3/day each: cure wounds (as a 5th-level spell), lesser restoration

1/day each: greater restoration, heal, raise dead

Magic Resistance. The sage has advantage on saving throws against spells and other magical effects.

Spellcasting. The sage is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The sage has the following cleric and druid spells prepared:

Cantrips (at will): druidcraft, word of radiance, thorn whip, spare the dying,  thaumaturgy

1st level (4 slots): heroism, sanctuary, ceremony, absorb elements, detect magic, detect evil and good, detect poison and disease, goodberry

2nd level (3 slots): aid, warding bond, barkskin, spider climb

3rd level (3 slots): beacon of hope, sending, call lightning, plant growth, dispel magic, summon fey, tongues

4th level (3 slots): aura of purity, otiluke's resilient sphere, divination, freedom of movement, death ward

5th level (3 slots): rary's telepathic bond, commune with nature, tree stride, hallow, wrath of nature

6th level (2 slots): forbiddance, heroes' feast, investiture of wind

7th level (2 slots): plane shift, regenerate, whirlwind, resurrection

8th level (1 slot): antipathy/sympathy, control weather

9th level (1 slot): true resurrection, mass heal, shapechange

Peaceful Stride. Moving through nonmagical difficult terrain costs the sage no extra movement. The sage can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Actions

Autumn Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands, plus 18 (4d8) psychic damage.

 Channel Divinity(3/rest). As an action the autumn sage can activate one of the following effects:

  • Each undead that can see or hear the sage within 30 feet of them must make a DC 18 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from the sage as it can, and it can’t willingly move to a space within 30 feet of the sage. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

  • The autumn sage can move up to it's speed, without provoking opportunity attacks, and when the sage moves within 5 feet of any other creature during this action, they can restore a number of hit points to that creature equal to 2d6 + the sage's Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever the sage takes this action.
Reactions

Foster Peace. If a creature charmed by the sage hits with an attack roll while within 60 feet of the sage, the sage magically causes the attack to miss, provided the sage can see the attacker.

Description

Autumn eladrin called upon the feelings of sharing and goodwill from the autumn season, avoiding violence when possible and using their magic to heal and help. In the autumn state, fey eladrin assumed the role of conciliators, eager to resolve conflicts and to promote peace. They were also more compassionate and ready to help others and alleviate their suffering.

Autumn Sages are eladrin that embody their autumn state to the point they consider it their true or even only state and spend their long lives in the service of peaceful fey gods and archfey, while also studying arcane magic to help resolve conflicts where ever they go as peacefully as possible.

Monster Tags: plantelfhumanoidfey

Habitat: Forest

Scarletsteam

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