Aridni
Small fey, neutral evil
Armor Class 15
Hit Points 82
Speed
20ft
Fly: 75ft
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
The aridni’s innate spellcasting ability is Charisma (spell save DC 14).
At will: dancing lights, detect magic, invisibility
1/day: spike growth
3/day: charm person, faerie fire, mage armor
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.
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.