Aridni — fantasy monster illustration. Aridni is a small fey (Challenge Rating 5).

Image: FTTHelper

Summon a portrait of this monster
Describe it your way — Aridni is already filled in.
Summon art →

Aridni

Small Fey, neutral evil

AC
15
HP
82
Speed
20
CR
5

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.


Armor Class 15

Hit Points 82 (15d6+30)

Speed 20 ft., fly 60 ft.


STR
9 (-1)
DEX
21 (+5)
CON
14 (+2)
INT
12 (+1)
WIS
11 (+0)
CHA
16 (+3)

Saving Throws Dex +8

Skills Stealth +11, Acrobatics +11, Perception +3

Senses darkvision 60 ft., passive Perception 13

Languages Common, Gnoll, Sylvan, Void Speech

Challenge 5


Traits

Flyby. The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Magic Resistance. The aridni has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. the aridni'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

Actions

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Pixie Bow. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Slaver Arrows. An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects: Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) 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. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Community Images

Aridni — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

Sign in to upvote images, report inappropriate ones, and curate the entry's primary visual.

Have art for this entry? Contribute art — sign in, then use Add image.

Related entries

matched by shared tags

6 same-category · 0 cross-category

Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022