b'Aridni \n'b'  Small   fey ,  neutral evil  \n'b'  Armor Class  15  Hit Points  82 (15d6 + 30)  Speed  20 ft., fly 60 ft.\n'b' STATS STR: 9 (-1) DEX:  21 (+5)  CON:  14 (+2)  INT:  12 (+1)  WIS:  11 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Flyby . The aridni doesn\xe2\x80\x99t provoke opportunity attacks when it flies out of an enemy\xe2\x80\x99s reach. \n'b'  Magic Resistance . The aridni has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The aridni makes three Shortsword or Pixie Bow attacks. \n'b'  Shortsword .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. \n'b'  Pixie Bow .  Ranged Weapon Attack : +8 to hit, range 40/160 ft., one target.  Hit : 10 (2d4 + 5) piercing damage. \n'b'  Spellcasting . The aridni casts one of the following spells, using  Charisma  as the spellcasting ability (spell save DC 14):\n'b'\n'b'\n'b'  At will :  dancing lights ,  detect magic ,  invisibility  \n'b'  3/day each :  charm person ,  faerie fire  \n'b'  1/day :  spike growth  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Enchanted Arrows . The aridni enchants one arrow with minor magic. The next time it hits a creature with a Pixie Bow  attack  before the start of its next turn, the target must succeed on a DC 14  Wisdom  saving throw or suffer one of the following effects:\n'b'\n'b'\n'b'  Confusion . The target can\xe2\x80\x99t take  reactions  and acts randomly until the end of its next turn, as if it had failed the saving throw against the  confusion  spell. \n'b'  Fear . The target is  frightened  until the end of its next turn and must spend its next turn moving away from the aridni by the safest available route. \n'b'  Laughter . The target falls  prone  and is  incapacitated  with laughter until the end of its next turn. \n'b'  Sleep . The target falls  unconscious  for 1 minute. It wakes up if it takes damage or if another creature takes an action to shake it awake. \n'b'\n'b' ABOUT \n'b' The gray, moth-winged fey flies out from the trees in a hail of tiny arrows. \n'b' Both more rugged and more ruthless than normal pixies, the aridni are an especially greedy breed of fey bandits and kidnappers. \n'b'  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 or respond to accusations of cowardice. \n'b'  Caravan Raiders . Aridni have developed different magical abilities that aid them well when they raid caravans for captives, such as charming foes or putting them to sleep. \n'b'  Wealth for Status . They delight in taking plunder from humans and dwarves as a sign of their power over mortals and of their contempt for those who lack fey blood.'