Dungeons and Dragons
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==Statblock==
 
==Statblock==
 
'''Arbiter'''<br>
 
'''Arbiter'''<br>
'''Medium Outsider, Extraplanar'''<br>
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'''Medium Outsider''' '''(Extraplanar, Lawful)'''<br>
 
'''Hit Dice:''' 10d8+40 (95 hp)<br>
 
'''Hit Dice:''' 10d8+40 (95 hp)<br>
 
'''Initiative:''' +6<br>
 
'''Initiative:''' +6<br>
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'''Alignment:''' Lawful Neutral<br>
 
'''Alignment:''' Lawful Neutral<br>
   
Arbiters hail from the lawful plane of Purgatory. In days past, they came to Polaqu in order to settle disputes. They are well-versed in all manner of laws and are difficult to deceive. They are a rare sight nowadays as the Great Arbiter Council voted unanimously to let the Polaquians settle the disputes among themselves and come only when beckoned. The reasoning was clear; was law so foreign to the mortals that they needed outsiders to dispense justice? The notion disturbed the lawful beings, and they hoped that the Polaquians would find order on their own. Arbiters vary in appearance, but all appear to be armored beings that normally float a few feet above the ground. Their voices are monotone and genderless, but resound with authority. Arbiters will only fight when the situation demands it; normally when one party breaks the agreement.<br>
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Arbiters hail from the lawful plane of Purgatory. In days past, they came to Polaqu in order to settle disputes. They are well-versed in all manner of laws and are difficult to deceive. They are a rare sight nowadays as the Great Arbiter Council voted unanimously to let the Polaquians settle the disputes among themselves and come only when beckoned. The reasoning was clear; was law so foreign to the mortals that they needed outsiders to dispense justice? The notion disturbed the lawful beings, and they hoped that the Polaquians would find order on their own. Arbiters vary in appearance, but all appear to be armored beings that normally float a few feet above the ground. Their voices are monotone and genderless, but emanate from their closed helms with authority. Arbiters will only fight when the situation demands it; normally when one party breaks the agreement.<br>
   
 
Spell-like Abilities: Caster level 10th. The save DCs are Charisma-based.
 
Spell-like Abilities: Caster level 10th. The save DCs are Charisma-based.

Revision as of 12:06, 14 Ign'ji 2005

Table of Monsters

A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z
(Animals)
(Vermin)


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Statblock

Arbiter
Medium Outsider (Extraplanar, Lawful)
Hit Dice: 10d8+40 (95 hp)
Initiative: +6
Speed: 30 feet, fly 30 feet (perfect)
Armor Class: 24 (+2 Dex, +12 natural)
Base Attack/Grapple: +10/+14
Attack: Spiked Gauntlet +16 melee (1d4+6)
Full Attack: Spiked Gauntlet +16/+11 melee (1d4+6)
Space/Reach: 5/5
Special Attacks: Spell-like Abilities, Arena
Special Qualities: Zone of truth
Saves: Fort +13, Ref +11, Will +18
Abilities: Str 22, Dex 14, Con 18, Int 19, Wis 28, Cha 26
Skills: Sense Motive +24, Spellcraft +17, Profession (lawyer) +22, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (nature) +17, Diplomacy +23, Decipher Script +17
Feats: Great Fortitude, Iron Will, Lightning Reflexes, Negotiator.
Organisation: Solitary or Council (2-12)
Challenge Rating: Unknown. See this monster's talk page for discussion.
Alignment: Lawful Neutral

Arbiters hail from the lawful plane of Purgatory. In days past, they came to Polaqu in order to settle disputes. They are well-versed in all manner of laws and are difficult to deceive. They are a rare sight nowadays as the Great Arbiter Council voted unanimously to let the Polaquians settle the disputes among themselves and come only when beckoned. The reasoning was clear; was law so foreign to the mortals that they needed outsiders to dispense justice? The notion disturbed the lawful beings, and they hoped that the Polaquians would find order on their own. Arbiters vary in appearance, but all appear to be armored beings that normally float a few feet above the ground. Their voices are monotone and genderless, but emanate from their closed helms with authority. Arbiters will only fight when the situation demands it; normally when one party breaks the agreement.

Spell-like Abilities: Caster level 10th. The save DCs are Charisma-based. At will- discern lies (DC 22), true seeing, see invisibility, detect magic.

Zone of truth (DC 20): This ability works as the spell, but is always activated. The arbiter may activate or deactivate the aura as a free action. The save DC is Charisma-based.

Arena: An arbiter may transport any willing targets to a demiplane which may have certain features depending on the situation. The ability works as long as all targets are willing. Access to the demiplane is controlled exclusively by the arbiter. The most common use of this ability is to settle a fight between two people who wish to have a fair fight.