# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-1-2023-edition/) 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):<br>At will: dancing lights, detect magic, invisibility<br>3/day each: charm person, faerie fire<br>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.<br><br><br><br><br>Aridni in Midgard
