Inevitable, Arbiter (CR 3/MR 1)

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

Mythic Arbiter (CR 3/MR 1)
XP 800
Pathfinder Roleplaying Game Bestiary 2
LN Tiny outsider (extraplanar, inevitable, lawful, mythic)
Init +3; Senses darkvision 60 ft., detect chaos, low-light vision; Perception +5

Defense

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 25 (2d10+14); regeneration 2 (chaotic)
Fort +5, Ref +3, Will +3
Defensive Abilities constant vigilance, constructed; SR 14

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, mythic power (3/day, surge +1d6)

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 Duck and CoverB, Extra Mythic PowerMF, Flyby Attack, Weapon FinesseB
Skills Diplomacy +7, Fly +12, Knowledge (planes) +5, Perception +5, Sense Motive +5, Stealth +16
Languages truespeech
SQ gift of lawMA, locate inevitable, tactical analysisMA

Ecology

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

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.

Gift of Law (Sp) Three times per day as a standard action, a mythic arbiter can infuse a willing creature within 10 feet with the power of divine order. The target treats all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. If the ally uses a mythic surge during this time, the result of the surge is equal to one-half the maximum result on the surge die, plus one. If the adjacent ally has the lawful subtype or is the master of an arbiter familiar, the arbiter can use this ability as an immediate action after its ally or master has made a die roll by expending one use of its mythic power.

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.

Tactical Analysis (Ex) A mythic arbiter gains one teamwork feat as a bonus feat. In addition, all other inevitables (and the arbiter’s master, if it is a familiar) are treated as if they also had this teamwork feat for the purpose of the arbiter gaining the benefits of the feat. Other inevitables do not gain the benefit of the feat unless they actually possess it, though the arbiter can expend one use of its mythic power to grant the benefits of its teamwork feat to another inevitable (or to its master, if it is a familiar) for 1 hour. A mythic arbiter can spend 1 hour and one use of its mythic power to exchange its bonus teamwork feat for a different teamwork feat for which it qualifies.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.