Eledirge (5e Creature)

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Eledirge[edit]

Small monstrosity, chaotic neutral


Armor Class 12 (natural armor)
Hit Points 18 (12d6 - 24)
Speed 0 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 6 (-2) 11 (+0) 8 (-1) 22 (+6)

Skills Performance +8
Damage Resistances poison
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 9
Languages
Challenge 3 (700 XP)


Innate Spellcasting. The eledirge's innate spellcasting ability is Charisma (spell save DC 16). The eledirge can innately cast the following spells, requiring no material components:

At will: hypnotic pattern, minor illusion
3/day each: dissonant whispers, enthrall, major image
1/day: confusion

ACTIONS

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Gas Cloud. Each creature within 10 feet of the eledirge is pushed 5 feet away from it and must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.


eledirge.png
Art by Jonathan Wojcik

It is known that an eledirge is created through a complicated series of magical rituals, although the specifics are almost impossible to come by due to the behavior and effects of these creatures. Constantly piping an ethereal, formless melody, they enchant nearby creatures and create fantastic illusions seemingly at will; however, an eledirge itself is only somewhat immune to its own effects, and so they are seldom used for anything but recreation or entertainment. Their metabolic processes constantly produce a cloudy green gas, which both allows them to float and can be vented as a defensive measure.


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