Vigilant. The arbiter has advantage on ability checks and saving throws made against illusions. Additionally, it knows of the presence of any chaotic creatures within 100 feet of it, or any create it has been contracted against. Furthermore, it knows the exact location of any other inevitables on its current plane of existance.
Innate Spellcasting. The arbiter's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following Spells, requiring no material components:
3/Day. Detect thoughts
1/Day. Command, zone of truth
Multiattack. The arbiter makes three swordsword attacks, or one apprehension beam followed by a shortsword attack.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Apprehension Beam. RangedWeapon Attack: +4 to hit, range 60 ft., one target. Hit: the target is knocked to their knees, grappled and restrained (escape DC 12).
Electrical Burst (1/Day). The arbiter expels a powerful electrical burst. Creatures within 20 feet of the arbiter must make a DC 14 Constitution saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much on a success. Creatures that fail their saving throw are also paralysed until the end of the arbiter's next turn.
Description
Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved. Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a Creature, they aren’t above using diplomacy to try to influence the summoner’s friends or refusing to undertake actions that seem contrary to their programming.
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