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Inevitable Arbiter

Inevitable Arbiter1
Inevitable Arbiter – AI Generated Artwork – NightCafe Creator

A sphere of bronze and copper set with a single eye, this winged creature has two clawed hands, one of which clutches a knife.

Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep the lawful from straying, while simultaneously winning over the hearts and minds of those who might yet be saved.

Though their assorted abilities make them extremely useful, arbiters see themselves less as servants than as advisers and counselors, preferring to ride around on their summoners’ shoulders and help guide their “partners” on the path of law. They detest being summoned by chaotic individuals, and when teamed with such a Creature, they aren’t above using diplomacy to try to influence the summoner’s friends or refusing to undertake actions that seem contrary to their programming.

An arbiter who comes across evidence of a significant insurgence of chaos upon a given plane does everything in its power to rally its allies against the dangerous instability, and in situations that are clearly beyond its ability to handle, it may refuse to continue onward until the group agrees to help it reach the nearest Greater inevitable and make a full report, or else may travel to Utopia itself and present its urgent information in person.

Arbiters typically bear the shapes of tiny clockwork spheres with shiny metal wings. Generally peaceful unless combating true creatures of chaos, arbiters prefer to cast protection from chaos on their allies and use command to make opponents drop their weapons and run. Their most powerful weapon, the ability to release their internal energy as a deadly burst, is reserved for dire need and battles of the utmost service to law, as the resulting period of darkness while they’re powered down is the only thing that seems to truly scare the tiny automatons.

An arbiter inevitable can serve a spellcaster as a familiar. Such a spellcaster must be lawful neutral, must be at least caster level 7th, and must have the Improved Familiar feat. Arbiter inevitables measure 1 foot in diameter but are surprisingly heavy, weighing 60 pounds. Their ability to fly on metal wings is as much a supernatural ability as a physical one.

Inevitable Arbiter

Inevitable Arbiter
Inevitable Arbiter – AI Generated Artwork – NightCafe Creator

Family: Inevitable

Small construct (inevitable), lawful neutral

Armor Class 16 (natural armor)
Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 50 ft.

STRDEXCONINTWISCHA
15 (+2)14 (+2)12 (+1)10 (+0)10 (+0)13 (+1)

Skills Perception +4
Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, paralyzed, poisoned, unconscious
Senses truesight 120 ft., passive Perception 14
Languages all but rarely speaks
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The arbiter’s innate spellcasting ability is Intelligence (spell save DC 11). The arbiter can innately cast the following spells, requiring no material components.
    • At Will: detect chaos (as detect evil and good but only detects creatures of chaotic alignment)
    • 3/Day each: command, mending, protection from chaos (as protection from evil and good but only affects chaotic-aligned creatures)
    • 1/Week: commune
  • Axiomatic Mind. The arbiter can’t be compelled to act in a manner contrary to its nature or its instructions.
  • Disintegration. If the arbiter dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.
  • Immutable Form. The arbiter is immune to any spell or effect that would alter its form.

ACTIONS

  • Multiattack. The arbiter makes four sword arm attacks.
  • Sword ArmMelee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
  • Electrical Burst (1/Day). The arbiter releases electrical energy in a 10-foot sphere centred on itself. Each creature in that area takes 10 (3d6) lightning damage and must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Immediately following such a burst, the arbiter becomes stunned for 24 hours.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

Inevitable Arbiter CR 2

Inevitable Arbiter
INEVITABLE, ARBITER – AI Generated Artwork – NightCafe Creator

XP 600
LN Tiny outsider (extraplanar, inevitable, lawful)
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 15 (2d10+4); regeneration 2 (chaotic)
Fort +5, Ref +3, Will +3
Defensive Abilities constant vigilance, constructed; SR 13

OFFENSE

Speed 20 ft., fly 50 ft. (average)
Melee short sword +7 (1d3/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks electrical burst
Spell-Like Abilities (CL 2nd; concentration +4)

Constant—detect chaos
3/day—command (DC 13), make whole, protection from chaos
1/week—commune (CL 12th, 6 questions)

STATISTICS

Str 11, Dex 16, Con 14, Int 11, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 13
Feats Flyby Attack, Weapon FinesseB
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
Languages truespeech
SQ locate inevitable

SPECIAL ABILITIES

Constant Vigilance (Su)

An arbiter gains a +4 bonus to recognize and disbelieve illusions created by creatures with the chaotic subtype or possessing the chaotic descriptor.

Electrical Burst (Ex)

An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 3d6 electricity damage (DC 13 Reflex half). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.

Locate Inevitable (Su)

An arbiter can always sense the direction of the nearest non-arbiter inevitable on the plane, the better to help it report back to its superiors. It cannot sense the range to this inevitable.

When captured by a monster trainer, arbiters grant the trainer access to new spells.

ECOLOGY

Environment any
Organization solitary, pair, or flock (3–14)
Treasure none

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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