Fey Step (Recharge 4 – 6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
Innate Spellcasting. The eladrin’s innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components. These spells are cast at their lowest possible level unless otherwise noted:
At will: charm person, Tasha’s hideous laughter
3/day each: confusion, enthrall, ray of sickness
1/day each: vampiric touch, Otto’s irresistible dance
Necrotic Spores. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 15 Wisdom saving throw. On a failed save, the creature suffers 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. The creature suffers this effect at the start of each of its turns. At the end of each of the target's turns, it can make a Wisdom saving throw against this effect. On a success, the condition ends and the creature becomes immune to any eladrin’s Necrotic Spores for 12 hours.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical effects.
Multiattack. The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 4 (1d8) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.
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