Joyful Presence. 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 charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the charmed 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.
Spellcasting. The eladrin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: Tasha's hideous laughter
1/day each: major image, suggestion
Multiattack. The eladrin makes two Longsword or Longbow attacks. It can replace one attack with a use of Spellcasting.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit:7 (1d8 + 3) piercing damage plus 22 (5d8) psychic damage.
Fey Step (Recharge 4–6). The eladrin teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
If an autumn eladrin invites you over for dinner, come with an empty stomach. Their goodwill extends to heaping portions.