Charge. If the Arbiter moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must make a DC 18 strength saving throw or be knocked prone. If the target is prone, the Arbiter can make a great club attack against it as a bonus action.
Rallying Giant. All lesser spawn of Paarus within 30 feet of the Arbiter have advantage on attack rolls and saving throws, and regain 1 hit point every round until the effect ends or they take radiant damage.
Regeneration. The Arbiter regains 10 hit points at the start of each of its turns. If the Arbiter takes acid, fire or radiant damage this trait doesn't function at the start of the Arbiter's next turn. The Arbiter dies only if it starts its turn with 0 hit points and does not regenerate.
Multiattack. The Arbiter makes a gore attack and then a great club or rock attack.
Gore. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 5) piercing damage.
Great Club. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 11 (2d6 + 5) bludgeoning damage.
Rock. RangedWeapon Attack: +3 to hit, range 60/240 ft., 1 target. Hit: 18 (3d8 + 5) bludgeoning damage.
Description
Arbiters are hill giant sized abominations with the muscular upper body of a giant ape and the hulking lower body of an elephant, similar to that of a centaur. These massive creatures are middle tier spawn of Paarus that often rule over lower tier spawn, but are still not very intelligent on their own and can easily be pushed around by more intelligent creatures. Arbiters are incredibly dangerous alone, and even more so when supported by lower tier spawn of Paarus.
Comments