Fearsome Presence. Any non-fey elf creature that starts its turn within 60 feet of the fey elf must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened 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 fey elf's Fearsome Presence for the next 24 hours.
Fey Step (Recharge 4–6). As a bonus action, the fey elf can teleport up to 30 feet to an unoccupied space it can see.
Magic Resistance. The fey elf has advantage on saving throws against spells and other magical effects.
Magic Drain. As a bonus action, the fey elf attempts to siphon magic from a creature that has cast a spell on it (spell attack or otherwise). The creature makes a constitution save against a DC16. On a failed save, the fey elf siphons 1d4-1 spell levels (the creature's choice of spell slots lost) from the creature and converts them to 1d6 points of healing for each spell level siphoned.
Multiattack. The fey elf makes two weapon attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.
Parry. The fey elf adds 3 to its AC against one melee attack that would hit it. To do so, the fey elf must see the attacker and be wielding a melee weapon.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
An elf dressed in regal, if antiquated robes. Sunlight appears to pass through them. They are completely incorporeal until they begin to attack. These elves have been cursed and bound to Ullen the Dark Father in a state of half-life. They are dormant unless provoked by the use of magic or until attacked. When knocked unconscious they dissipate only to reappear 1d10 minutes later with no recollection of any events that lead to their demise.
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Posted Dec 19, 2021Really awesome idea. I'm going to use these to haunt a manor in the Feywild. Scary, but not an outright threat if the players learn how to not provoke them. Thank you!!