# Aridni *Small* *Fey* *Neutral Evil* - **Armor Class:** 15 - **Hit Points:** 82 (15d6 + 30) - **Speed:** walk 60 ft. fly 20 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2023, page 25 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 9 (-1) | 21 (+5) | 14 (+2) | 12 (+1) | 11 (+0) | 16 (+3) | - **Saving Throws**: Dex +8 - **Skills:** Acrobatics +11, Perception +3, Stealth +11 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** 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