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ArbiterCR 2

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

Warrior 1
LN T Lawful Outsider, Inevitable
Initiative: +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) )
Fortitude: +5 Reflex: +3 Will: +3
Defensive Abilities: constant vigilance, constructed;
SR: 13

Offense

Speed: 20 ft., fly 50 ft. (average)
Melee: short sword +7 Piercing Crit 19-20
Special Attacks: Electrical Burst (Ex) An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals electricity damage (DC 13 Reflex half ). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
Space: 2-1/2 ft
Reach: 2-1/2 ft
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 Attack: 2 1/2 ft CMB: +3 CMD: 16
Feats:
Flyby Attack, Weapon Finesse
Skills: Diplomacy +7 , Fly +12 , Knowledge (planes) +5 , Sense Motive +5 , Stealth +16
Languages: truespeech
SQ: 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.

Ecology

Organization: solitary, pair, or flock (3–14)
Treasure: Dagger

Description

Stealthy, observant, and frequently persuasive, arbiter inevitables are the scouts and diplomats of the inevitable race. Found throughout the Omniverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to keep 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.


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