Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers.

Pale Archers. These ashen-faced fey with gray moth wings fire green-glowing arrows with a sneer and a curse. Aridni prefer ranged combat whenever possible, and they are quite difficult to lure into melee. They sometimes accept a personal challenge o respond to accusations of cowardice.

Caravan Raiders. They’ve developed different magical abilities that aid them well when they raid caravans for captives to enslave and sell; charming foes into slavery is a favorite tactic.

Wealth for Status. They delight in taking plunder from humans and dwarves, not so much for its own sake but as a sign of their power over mortals, and their contempt for those who lack fey blood.


Small fey, neutral evil
Armor Class 15
Hit Points 82 (15d6 + 30)
Speed 20 ft., fly 60 ft.
9 (-1) 21 (+5) 14 (+2) 12 (+1) 11 (+0) 16 (+3)

Saving Throws Dex +8
Skills Acrobatics +11, Perception +3, Stealth +11
Senses darkvision 60 ft., passive Perception 13
Languages Common, Gnoll, Sylvan, Void Speech
Challenge 5 (1,800 XP)

Flyby. The aridni doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Magic Resistance. The aridni has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The aridni’s innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:
At will: dancing lights, detect magic, invisibility
3/day: charm person, faerie fire, mage armor
1/day: spike growth


Short Sword. 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: 7 (1d4 + 5) piercing damage.

Slaver Arrows. An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:

  • Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.
  • Fear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.
  • Hideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.
  • Sleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
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