Aridni
Tome of Beasts (Third Party)
- Size
- Small
- Type
- fey
- Alignment
- neutral evil
- AC
- 15
- Hit Points
- 82 (15d6+30)
- Speed
- walk 20 ft., fly 60 ft.
- Saving Throws
- Dex +8
- Skills
- Acrobatics +11, Perception +3, Stealth +11
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Common, Gnoll, Sylvan, Void Speech
- Challenge
- 5
Traits
Flyby
The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Magic Resistance
The aridni has advantage on saving throws against spells and other magical effects.
Innate Spellcasting
The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:
- At will: dancing lights, detect magic, invisibility
- 3/day: charm person, faerie fire, mage armor
- 1/day: spike growth
Actions
Short Sword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Pixie Bow
Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Slaver Arrows
An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:
Confusion: The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.
Fear: The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.
Hideous Laughter: The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.
Sleep: The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.