| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 16 | +3 | +3 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 18 | +4 | +8 |
| CHA | 22 | +6 | +10 |
Divine Judgement Aura
Hostile creatures within 10 ft. of the Arbiter have disadvantage on saving throws against being restrained or blinded.
Magic Resistance
The Arbiter has advantage on saving throws against spells and other magical effects.
Magic Weapons
The Arbiter’s weapon attacks are magical.
Multiattack. The Arbiter makes two Judgement Blade attacks.
Judgment Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 28 (4d10 + 6) radiant damage. If the target is a fiend or undead, it must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
.
Chains of Verdict (Recharge 5–6).
Up to two creatures within 60 feet must succeed on a DC 17 Strength saving throw or be restrained for 1 minute. They can repeat the saving throw at the end of each of their turns.
Searing Mandate (Recharge 5–6).
The Arbiter targets a 15-foot-radius, 20-foot-high cylinder within 90 feet.
All creatures in that area must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half on a success. A failed save also blinds the target until the end of its next turn.
Radiant Rebuke (3/Day).
When hit by a melee attack, the Arbiter can cause the attacker to take 14 (4d6) radiant damage and make a DC 15 Constitution saving throw or be blinded until the end of its next turn.
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