Arbiter's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no material components:
Locate Inevitable. An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, but it cannot sense the range of the inevitable.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 2 (1d4) force damage if the creature is not Lawful. Electrical Burst (1/Day). The arbiter releases an electrical burst from its body that deals 3d6 electricity damage (DC 13 DEX save for half damage) to every creature within 15 feet. Following such a burst, the arbiter becomes stunned for 24 hours.
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