Medium Humanoid (Human), Chaotic Evil
Armor Class 16 (hide armor and shield)
Hit Points 40 (6d10 + 10)
Speed 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +5, DEX +4, CON +4
Skills Athletics +5, Perception +3, Stealth +4, Survival +3
Damage Resistances Cold, Fire
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 10
Languages Dark Speech
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dark One's Gift. The Arbî has resistance to Cold and Fire damage, and is immune to being Charmed, Frightened, or Poisoned as a result of their metamorphosis from human to Arbî.

Shadowskin. The Arbî's skin appears to move and change like shifting shadows. This helps the Arbî blend into its surroundings during the night. The Arbî receives advantage on all Dexterity (Stealth) checks during nighttime. 

Actions

Multiattack. The Arbî makes two melee attacks: either with its spear or handaxe. Alternatively, the Arbî may make two ranged attacks with its shortbow.

Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Handaxe. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Bonus Actions

Flaming Arrows. As a bonus action, the Arbî can ignite the first arrow that it shoots during its first attack each round. The arrow deals an additional 1d4 + 2 fire damage and ignites flammable objects if they are not worn or carried. 

Poisoned Blades. As a bonus action, the Arbî can anoint their arrow, handaxe, or spear with a virulent poison. The poison lasts for one attack and causes the hit target to make a DC 15 Constitution saving throw. If they fail the throw, they become poisoned. During each turn after being poisoned, the target may make a Constitution saving throw to end the effect. 

Rage. As a bonus action, the Arbî can enter a furious rage. This causes the Arbî to gain resistance against bludgeoning, piercing, and slashing damage, but cannot use the Flaming Arrows or Poisoned Blades bonus actions, nor can the Arbî obey specific strategic commands, unless issued by an Agent of its Dark Lord. 

Reactions

Frenzy. Upon taking damage for the first time, the Arbî is emboldened by a frenzied wrath. The Arbî gains 6 (1d8+2) temporary hit points and has advantage on its next saving throw. 

 

Description

The Arbî are a strange and perverse form of a human. Twisted by corrupting magics and dark rituals, what humanity that was left in them has been replaced with total subservience to their Dark Lord. If not directly controlled by an Agent of their Lord, they roam the wildlands, searching for people and villages to accost and plunder. They are ferocious warriors who utilize many of the same tactics as humans, but without any reservations for whom they use them on.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Justin_Trombley

Comments

Posts Quoted:
Reply
Clear All Quotes