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Arbiter

Creature 1 — aeon, monitor

These spherical aeons are scouts and diplomats. Found throughout the multiverse, they have traditionally kept watch over 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. Aeons have always been the caretakers of reality and defenders of the natural order of balance. Each type of aeon takes on some form of duality in its manifestation and works either to shape the multiverse within the aspects

Source: pathfinder-monster-core

Perception +7
Skills acrobatics +9, diplomacy +6, stealth +9
Str
+1
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+1
AC 16 Fort +5 Ref +7 Will +7
HP 22
Immunities death-effects, disease, emotion, poison, unconscious
Resistances electricity 3
Speed 20 feet, fly 40 feet

Offense

Melee Shortsword +7, Damage 1d6+1 piercing

Abilities

Locate Aeon — An arbiter can always sense the direction of the nearest non-arbiter aeon on the plane, but it can't sense the range to the aeon.
+1 Status to All Saves vs. Magic
Electrical Burst (divine, electricity) — The arbiter releases an electrical burst from its body that deals 3d6 electricity damage to all creatures in a 10-foot emanation, with a DC 17 Reflex save. The arbiter is then Stunned for 24 hours.

Spells

Read Omens (rank 4)
Command (rank 1)
Mending (rank 1)
Sanctuary (rank 1)

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