Aridni

Tome of Beasts (Third Party)

Tamaño
Pequeño
Tipo
fey
Alineamiento
neutral malvado
CA
15
Puntos de golpe
82 (15d6+30)
Velocidad
walk 20 ft., fly 60 ft.
Salvaciones
Dex +8
Habilidades
Acrobatics +11, Perception +3, Stealth +11
Sentidos
darkvision 60 ft.
Percepción pasiva
13
Idiomas
Common, Gnoll, Sylvan, Void Speech
Desafío
5
FUE
9
−1
DES
21
+5
CON
14
+2
INT
12
+1
SAB
11
+0
CAR
16
+3

Rasgos

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

Acciones

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.

Otros datos

description