ELVEN RETRIBUTION

My PCs have conquered the bad guys in “A Darkness Gathering” and now head off to the North in “Masters of Eternal Night“.  On the way, they meet some refugees who tell them that they were fleeing the neverending winter when they were attacked and robbed (and some killed) by elves.  If the PCs followup, they have the following encounter.  My PCs did not followup.

Elves in my world, in particular, “true elves” like eladrin, tend towards chaotic neutral than good and can be capricious.

ELVISH RETRIBUTION

These bandits waylaid and killed the refugees the party met earlier. If the party parleys they discover that the ancestors of these humans exterminated all the elves in the region and now they are returning to avenge their fallen kin (even though it may have been 100 years from the human’s point of view). If left alone they will not fight the PCs, if the PCs insist they stop their banditry, they attack.


ELADRIN BANDIT (x11)
Medium fey (elf), chaotic neutral
Armor Class 12 (an ice-cold kiss)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish, Sylvan
Challenge 1/8 (25 XP)

Fey Step (1/Day). As a bonus action, and eladrin bandit can teleport up to 30 feet to an unoccupied space he can see.

Iron Vulnerability.Eladrin Bandit has disadvantage on attack rolls, skill and ability checks while in contact with iron.

ACTIONS
Blades of Winter. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing and 3 (1d6) cold damage. The cold damage increases by +1 for each previous blade of winter successful hit against the target.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target.
Hit: 5 (1d8 +1) piercing damage.

REACTIONS
Frigid Rebuke. When the eladrin bandit takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 14 Constitution saving throw or take 11 (2d10) cold damage.


ELADRIN BANDIT LORD TAIN FENDOWN
Medium fey (elf), chaotic neutral
Armor Class 19 (a cold breeze)
Hit Points 127 (17d8 + 51)
Speed 30 ft., 30 ft (fly, hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 18 (+4) 17 (+3) 13 (+1)

Saving Throws STR +4, DEX +5, WIS +7
Skills Athletics +4, Deception +4
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 10 (5,900 XP)

Fey Step. As a bonus action, Tain Fendown can teleport up to 30 feet to an unoccupied space he can see.

Iron Vulnerability. Tain Fendown has disadvantage on attack rolls, skill and ability checks while in contact with iron.

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

Sorrowful Presence. Any non-eladrin creature that starts its turn within 60 feet of Tain Fendown 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 charmed 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 Sorrowful Presence for the next 24 hours. Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Special Equipment. Winter’s Touch (a +1longsword made of bone that does cold or slashing damage (users’ choice) and can use Intelligence instead of Strength), Murlynd’s spoon, pouch with 330 gp worth of stolen gems and coins.

ACTIONS
Multiattack. Tain Fendown uses three actions chosen from below or from his innate spellcasting trait.

Winter’s Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d8 +4) cold damage, or 9 (1d10 +4) cold damage if used with two hands.

Freezing Ray. Ranged Magic Attack: +8 vs CON, range 60 ft., one target.
Hit:18 (2d8+9) cold damage, and the target is slowed(DC 16 Constitution save ends).

REACTIONS
Frigid Rebuke. When the Tain Fendown takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.

DESCRIPTION
Tain, a winter eladrin, will come across as overly friendly, ut is a devious character who has been sent by his people to wreck vengeance on the humans of the area in their time of dire need. And he enjoys every second of it. The humans once killed many elves native to the area a generation ago in a bout of violent xenophobia. The Winter Court swore to the surviving elves who fled into the feywilde that they would be avenged. The Winter Court is taking advantage of the eternal winter triggered by the mind flayers to exact that revenge.

Tain has no quarrel with the PCs if they intervene but will happily attack them as well.


Murlyan’d Spoon.
Wonderous item, rare.
This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavour​ similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.

 

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