Aridni
_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._ **Pale Archers.** These ashen-faced fey with gray moth wings fire gree
- Armor class
- 15
- Hit points
- 82
- Challenge
- 5
- Creature type
- Fey
- Size
- Small
- Alignment
- neutral evil
_Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers._
Pale Archers. These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.
Caravan Raiders. They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic.
Wealth for Status. They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.
Stat block
- Cha
- 16
- Con
- 14
- Dex
- 21
- Int
- 12
- Str
- 9
- Wis
- 11
- Speed
- Fly: 60; Walk: 20
- Senses
- darkvision 60 ft., passive Perception 13
- Skills
- Stealth: 11; Acrobatics: 11; Perception: 3
- Actions
- Shortsword. 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.
- Languages
- Common, Gnoll, Sylvan, Void Speech
- Saving throws
- Dexterity: 8
- Special abilities
- 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
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).