Table of Monsters
Medium Outsider (Extraplanar, Lawful)
Hit Dice: 10d8+40 (95 hp)
Speed: 30 feet, fly 30 feet (perfect)
Armor Class: 27 (+5 Dex, +12 natural)
Base Attack/Grapple: +10/+16
Attack: Spiked Gauntlet +16 melee (1d4+6)
Full Attack: Spiked Gauntlet +16/+11 melee (1d4+6) or Spiked Gauntlet +14/+9 melee (1d4+6) and Spiked Gauntlet +14/+9 melee (1d4+6)
Special Attacks: Spell-like Abilities, Arena
Special Qualities: Immunity to mind-affecting effects, damage reduction 5/chaotic
Saves: Fort +13, Ref +11, Will +18
Abilities: Str 22, Dex 20, Con 18, Int 19, Wis 28, Cha 26
Skills: Sense Motive +24, Spellcraft +17, Profession (lawyer) +22, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (nature) +17, Diplomacy +23, Decipher Script +17, Appraise +17, Spot +22, Search +17, Listen +22
Feats: Great Fortitude, Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Negotiator, Two-Weapon Fighting,.
Environment: Any Organisation: Solitary or Council (2-12)
Challenge Rating: Unknown. See this monster's talk page for discussion.
Alignment: Lawful Neutral
Advancement: 11-20 HD (Medium); 21-40 HD (Large)
Level Adjustment: -
Arbiters hail from the lawful plane of Purgatory. In days past, they came to Polaqu in order to settle disputes. They are well-versed in all manner of laws and are difficult to deceive. They are a rare sight nowadays as the Great Arbiter Council voted unanimously to let the Polaquians settle the disputes among themselves and come only when beckoned. The reasoning was clear; was law so foreign to the mortals that they needed outsiders to dispense justice? The notion disturbed the lawful beings, and they hoped that the Polaquians would find order on their own. Arbiters vary in appearance, but all appear to be armored beings that normally float a few feet above the ground. Their voices are monotone and genderless, but emanate from their closed helms with authority.
Arbiters will only fight when the situation demands it; normally when one party breaks the agreement. They wade into combat with their spiked gauntlets, smashing their foes with cold fury.
An arbiter's natural weapons, as well as any weapons it wields, are treated as lawful-aligned weapons for the purpose of overcoming damage reduction.
Spell-like Abilities: Caster level 10th. The save DCs are Charisma-based.
At will - dimension door, discern lies (DC 22), true seeing, see invisibility, detect magic, zone of truth (DC 20);
1/day - plane shift (DC 25)
Arena: An arbiter may transport any willing targets to a demiplane which may have certain features depending on the situation. The ability works as long as all targets are willing. Access to the demiplane is controlled exclusively by the arbiter. The most common use of this ability is to settle a fight between two people who wish to have a fair fight.