Medium Celestial (Archfey, Elf), Lawful Neutral
Armor Class 19 Natural Armour
Hit Points 213 (22d12 + 70)
Speed 40 ft., Fly 15 ft.
STR
22 (+6)
DEX
20 (+5)
CON
20 (+5)
INT
14 (+2)
WIS
11 (+0)
CHA
20 (+5)
Saving Throws STR +12, DEX +11
Skills Acrobatics +5, Arcana −3, Intimidation +8
Damage Vulnerabilities Cold
Damage Resistances Radiant
Damage Immunities Fire
Senses Darkvision, Passive Perception 15
Languages Celestial (Latent), Common, Elvish, Sylvan
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Fearsome Presence. Any creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the eladrin for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.

Celestial Heritage. Aelveránavel is classified as both fey and celestial. He resists radiant damage.

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

Sure-Footed. Aelveránavel has advantage on Strength and Dexterity saving throws made against effects that would knock him prone.

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Alternate Form. Aelveránavel, being part firre, can shift between its humanoid and fiery forms as a standard action. This alternate forms takes the shape of a firey pillar. In the form of a pillar of fire, it can fly, make slam attacks, and use spell-like abilities, but cannot make weapon attacks. Additionally, any creature that starts its turn within 10 feet of this form must make a DC 16 CON saving throw. On a failed save, they will take 1d12 fire damage.

Fire Form. The fire pillar can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the pillar or hits it with a melee attack while within 10 feet of it takes 1d12 fire damage. In addition, he can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d12 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d12 fire damage at the start of each of its turns.

Actions

Multiattack. The eladrin makes two attacks with a martial melee weapon.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 4d8+4 slashing damage, or 4d10+4 slashing damage if used with two hands, plus 2d8 fire damage.

Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4d10+6 slashing damage, or 4d12+6 slashing damage if used with two hands, plus 2d8 fire damage.


Innate Spellcasting Not Magical Fire Powers (Level 16 Not Spellcaster). Aelveránavel uses one of the following abilities, requiring no material components and using Strength as the spellcasting ability (spell save DC 16):
At will: Hellish Rebuke
1d4 times a day each: Immolation

Firey Pillar Form:

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:  2d8+5 bludgeoning damage plus 1d12 fire damage.


Innate Spellcasting Not Magical Fire Powers (Level 16 Not Spellcaster).

At will: Hellish Rebuke, Fire Bolt
1d4 times per day each: Immolation, Fire Storm
Once per day: Sunburst

Bonus Actions

Fey Step. (3 times per long rest) The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. 
Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus (CHA).

Reactions

Hellish Rebuke

Legendary Actions

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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Maxx's father. As it turns out, he is a creation made by his own mother whose purpose was to assist her in her experiments. Created with the intent to be a powerful caster and summoner, Aelveránavel has the ability to cast powerful magic, but his hatred towards the craft leads him to lean strongly into physical attacks. He was made using the essence and soul of a Firre and the DNA and essence of his mother. This makes him a hybrid fey eladrin/firre. Of course, experiments like these are generally looked down upon. His hatred for magic only grew when he realised that he was a creation and experiment, rejecting his magical origins.

In dire circumstances, Aelveránavel will use his powers. Like all firre, he has an alternate form of a pillar of fire. Since this form cannot use weapons, he must rely on slam and magic attacks.

He is a very imposing figure with heat radiating off of him. He has never changed out of Summer season. He is also hard to impress; his respect must be earned. Despite his hostile treatment of Maxx, he truly does care about him and his safety. He may hate the path Maxx has chosen in life, but he is still his father. He is generally quick to anger but his fury is almost always righteous. He abides by a strong moral code and typically will not tolerate shenanigans. He has a warrior's background and is a skilled fighter, specialising in heavy martial weaponry.

Lair and Lair Actions

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Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
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Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
8/5/2024 2:50:21 AM
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Monster Tags: elffey

JoltLiz

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