Aridni
Aridni
Small fey, neutral evil
- Armor Class 15 ()
- Hit Points 82 (15d6+30)
- Speed 20 ft., fly 60 ft.
- STR
9 (-1) - DEX
21 (+5) - CON
14 (+2) - INT
12 (+1) - WIS
11 (+0) - CHA
16 (+3)
- 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 (1,800 XP)
- 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.