Flyby. Aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. 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
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.
Slavers Arrow. 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 DC14 Wisdom saving throw or become confused (as per 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 on a DC14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated the target is prone and laughing in controllably.
- Sleep: The target must succeed on a DC 14 wisdom saving throw or fall asleep for 2d4 minutes.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Both more rugged an more ruthless than normal pixies, the Aridni are an especially greedy breed of fey bandits and kidnappers
Pale Archers. The ashen-faced fey with grey moth wings fire green-glowing arrows with a sneer and curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. The sometimes accept a personal challenge in response to accusations of cowardice.
Caraven Raiders. They developed different magical abilities that aid them well when thy 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 mortal, and their contempt for those who lack fey blood.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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