Aridni
Small Fey, Neutral Evil
Armor Class 15
Hit Points 82 (15d6 + 30)
Speed fly +20, walk +60
Challenge 5
Saving Throws dex +8
Skills Stealth +11, Acrobatics +11, Perception +3
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnoll, Sylvan, Void Speech
Special Abilities
Flyby. The aridni doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Magic Resistance. The aridni has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The aridni makes three Shortsword or Pixie Bow attacks.
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: 10 (2d4 + 5) piercing damage.
Spellcasting. The aridni casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14): At will: dancing lights, detect magic, invisibility 3/day each: charm person, faerie fire 1/day: spike growth
Bonus Actions
Enchanted Arrows. The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow attack before the start of its next turn, the target must succeed on a DC 14 Wisdom saving throw or suffer one of the following effects:
Confusion. The target can't take reactions and acts randomly until the end of its next turn, as if it had failed the saving throw against the confusion spell.
Fear. The target is frightened until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route.
Laughter. The target falls prone and is incapacitated with laughter until the end of its next turn.
Sleep. The target falls unconscious for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake. Aridni in Midgard
Source: Tome of Beasts 2023 · OGL/Open