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Arbiter

These spherical Inevitables are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over on chaos and its agents. With the announcement of the Convergence, many arbiters now serve as go-betweens among the aeon alliance and its mortal associates. They also hunt down other inevitables when ordered to, as their senses always tell them where the nearest inevitables are.
Genetic Ancestor(s)
Geographic Distribution

Arbiter CR: 2

Tiny construct,
Armor Class:
Hit Points: 81 18d4+36
Speed: 20 ft , fly: 40 ft

STR

13 +1

DEX

18 +4

CON

14 +2

INT

11 +0

WIS

15 +2

CHA

12 +1

Saving Throws: WIS +4, CHA +3
Skills: Acrobatics +6, History +2, Persuasion +3, Stealth +6, Perception +4
Damage Resistances: Lightning
Damage Immunities: Poison
Condition Immunities: diseased, poisoned, unconscious, sleep, exhaustion
Senses: darkvision 60 ft., Passive Perception 14
Languages: Celestial, Common, Infernal
Challenge Rating: 2

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:

1/day: Command, Divination

3/day: Mending


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.

Actions

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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