OGC:Aridni (5e Creature)

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Aridni

Small fey, neutral evil


Armor Class 15
Hit Points 82 (15d6 + 30)
Speed 20 ft., fly 60 ft.


STR DEX CON INT WIS CHA
9 (-1) 21 (+5) 14 (+2) 12 (+1) 11 (+0) 16 (+3)

Saving Throws Dex +8
Skills Acrobatics +11, Perception +3, Stealth +11
Senses , darkvision 60 ft.,passive Perception 13
Languages Common, Gnoll, Sylvan, Deep 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 each: charm person, faerie fire, mage armor
1/day each: spike growth

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.


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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 to 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.




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Aridni from Tome of Beasts (5e), © 2016, Kobold Press; Author Various Authors, based on original material by Kobold Press. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
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