Homebrew Aridini Species Details
Long ago, the Aridni were brought to the mortal world with their masters from the Elflands. Much later, when their masters returned to their homeworld, many Aridni were abandoned or chose to stay behind. Regardless of why, they were now on their own in the mortal world and had to find a way to adapt. Many sought refuge with wizards, becoming their servants, while others found a new life discovering new passions. Many Aridni, though, returned to their old habits—raiding, thieving, and sneaking about “acquiring” items of wealth, especially from humans and dwarves.
Aridni have a hard time trusting other races. They tend to sneer and jest during social interactions, especially with humans and dwarves. Their distrust of these races stems from the elves’ struggles with them in the past, and it’s not easily shed, but some Aridni have embraced others and now thrive in their new home and pass on their excitement to their kin. There’s a new generation coming that can more fully appreciate such a world full of wonder.
Aridini Traits
Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers.Pale Archers. These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.
Caravan Raiders. They’ve developed different magical abilities that aid them well when they 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 mortals, and their contempt for those who lack fey blood.
Flyby
The Aridini doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Magic resistance
The Aridini has advantage on saving throws against spells and other magical effects.
Innate spellcasting
The Aridini'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.
Slaver arrows
An Aridini can add a magical effect in addition to the normal damage done by its arrows. If so, the Aridini can choose from the following effects:
Confusion: The target must succeed on a DC 14 Wisdom saving throw or become confused 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 a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.
Sleep: The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes.
Weapons
Aridini are proficient with bows.
Previous Versions
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