Focused Conjuration While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.
Durable Summons. Any creature that you summon or create with a conjuration spell has 30 temp HP.
Fey Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.
Elven Accuracy. Increase your DEX, INT, WIS, or CHA score by 1. Whenever you have advantage on an attack roll using one of those modifiers, you can reroll one of the dice once.
Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes charmed by the Eladrin for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The creature can repeat the saving throw at the end of each of their turns ending the effect and becoming immune to Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw.
Spellcasting. Aurail is a 15-level spellcaster. Its spellcasting ability is INT (spell save DC 18, +10 to hit with spell attacks). Aurail has following Wizard spells prepared:
Cantrips (at will): Acid splash, mage hand, infestation, poison spray
1st level (4 slots):
Fog cloud <C>,
Grease,
Ice knife,
Tenser's floating disk,
Unseen servant
2nd level (3 slots):
Cloud of Daggers <C>,
Dust Devil <C>,
Flaming Sphere <C>,
Misty Step, Web <C>
3rd level (3 slots):
Sleet Storm <C>,
Stinking Cloud <C>,
Summon Lesser Demons <C>,
Thunder Step,
Tidal Wave
4th level (3 slots):
Conjure Minor Elementals <C>,
Dimension Door,
Evard’s Black Tentacles <C>,
Mordenkainen’s Faithful Hound,
Summon Greater Demon <C>,
Watery Sphere <C>
5ht level (2 slots):
Infernal Calling <C>,
Cloudkill <C>,
Steel Wind Strike,
Far Step <C>
6th level (1 slot):
Arcane Gate <C>,
Scatter
7th level (1 slot):
Plane Shift,
Teleport
8th level (1 slot):
Demiplane,
Incendiary Cloud <C>
Fey Step. Once per short rest, you can cast the misty step spell.
Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 2) piercing damage.
Action Ranged Attack. RangedWeapon Attack: +7 to hit, range 120/500 ft., 1 target. Hit: 7 (1d8 + 2) piercing damage.
Frigid Rebuke. When Aurail takes damage from a creature he can see within 60 feet of it, he can force that creature to succeed on a DC 18 Constitution saving throw or take 11 (2d10) cold damage.
Aurail has 3 legendary actions every round
Crush Glyph (Costs 1 Action). Aurail has 6 Glyphs in his possession.
Glyph 1: Infernal calling: to summon a Hellcat
Glyph 2: Infernal calling: to summon a Hellbat
Glyph 3: Demiplane to pull a Fetch
Glyph 4: Demiplane to pull a Black Bill
Glyph 5: Summon greater demon: a cambion
Glyph 6: Summon lesser demons: Pustuloid
Benign Transposition.(Costs 1 Action) to teleport up to 30 ft. to an unoccupied space that you can see, or you can choose to swap places with a Small or Medium willing creature within range. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Description
Physically, winterkin eladrin are marked from their southern kindred by their pallor. Their skin tones cover a spectrum of light tones, ranging from pale blue to stark white, and their hair coloration is similarly pale, with silver being the dominant hue. Eye color ranges from blood red to ice blue, and many winterkin are albinos. Compared to southern eladrin, winterkin are much thinner, almost gaunt, although this does not detract from their sylvan beauty, grace and elegance.
The culture and mentality of the winterkin is much harsher and more focused on the present and the real, compared to the relative dreaminess of the southern eladrin. This is a reflection of the realities of living in the cold, harsh north; the fortress-cities of the winterkin must not only fend off attacks by the fomorians, the eternal enemies of all eladrin, but cope with the punishing storms that blow down from the frozen wastes, all whilst struggling to coax food from the barren, rocky soil available to them. Consequently, winterkin are a very serious people in temperament.
Typical personality characteristics for a winterkin eladrin are: Alien, cold, intense, melancholic, menacing, and/or reflective.
Previous Versions
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