Skip to content

Aridni

Size
Small
Type
Fey
Challenge Rating
5
Source
Tome of Beasts
Alignment
Neutral-Evil
Armor Class
15
Speeds
20, fly 60
Walking Speed
20
Flying Speed
60
Strength Score
9
Dexterity Score
21
Constitution Score
14
Intelligence Score
12
Wisdom Score
11
Charisma Score
16
Saving Throws
Dexterity
Skill Proficiencies
Acrobatics, Perception, Stealth
Vision
Darkvision (60ft)
Languages Ref
Common, Gnoll, Sylvan, Void Speech
Hit Points
82
Languages
Aethyrian Common, Gnollish, Sylvan

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

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.

Description

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 from Tome of Beasts (Kobold Press), Open Game Content used under the Open Game License 1.0a. Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur. It is not Geminaea material. See Legal.