Aridni 2014
CR 5 fey
Small fey, neutral evil
The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.
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
The aridni has advantage on saving throws against spells and other magical effects.
Actions
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
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.
Environments: Arctic or Tundra, Caves, Coast, Desert, Forest or Jungle, Grassland or Plains, Hills, Laboratory, Lake, Mountain, Ocean, Ruins, Sewer, Shadowfell, The Abyss, Astral Plane, Elysium, Ethereal Plane, Feywild, Hell, Material Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, Swamp or Marsh, Temple, Badlands, Tomb, Underworld, Urban
Other versions
Source: Tome of Beasts (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details