Arbiter

Creature 1
  • Tiny
  • aeon
  • monitor
Perception
+7 locate aeon; darkvision
Languages
Common, Diabolic, Empyrean, Utopian
Skills
Acrobatics +9, Diplomacy +6, Stealth +9
Str +1, Dex +4, Con +2, Int +0, Wis +2, Cha +1
Items
shortsword

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.

AC
16; Fort +5, Ref +7, Will +7; +1 status to all saves vs. magic
HP
22; Immunities death effects, disease, emotion, poison, unconscious; Resistances electricity 3
Speed
20 feet, fly 40 feet

Melee ◆ shortsword +7 (agile, finesse, magical, reach 0 feet, versatile s), Damage 1d6+1 piercing

Divine Innate Spells DC 17, attack +9; 4th read omens; 1st command, mending, sanctuary

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 basic Reflex save. The arbiter is then Stunned for 24 hours.

Source: Pathfinder Monster Core

Running this fight? Add the arbiter to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

Full attribution and authors