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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Aridni/

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.

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