Any non-eladrin 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 by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the creature, the creature can repeat the saving throw, ending the effect on itself on a success.
Magic Resistance
The eladrin has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Longsword
Melee Weapon Attack+5 to hit, reach 5 ft., one target. 5 () 🗡️ Slashing damage, or 6 () 🗡️ Slashing damage if used with two hands, plus 22 () 🧠 Psychic damage.
Longbow
Ranged Weapon Attack+7 to hit, range 150/600 ft., one target. 7 () 🏹 Piercing damage plus 22 () 🧠 Psychic damage.
Bonus Actions
Fey Step Recharge 4
The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Reactions
Foster Peace
If a creature by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.