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)
Run Arbiter in the encounter builder — free, no install.
Open in PathfinderGM →