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Traits Aeon
Level 1

Source: Pathfinder Bestiary, pg(s). 8–9

Type Outsider
(extraplanar, inevitable, lawful)
CR 2
Environment Any

Source: Pathfinder RPG Bestiary 2, pg(s). 162

Arbiters are inevitables who serve as scouts, diplomats, and intermediaries between aeons and mortals.[1]


An arbiter resembles enscribed bands of bronze or copper forming a metallic spheres, with a single eye, two arms and two wings that do not fully join to its body, and clawed hands.[2] They sometimes wield a magical shortsword in one of these hands.[2][1]


An arbiter can always sense the direction, if not the distance away, of the nearest non-arbiter inevitable on the plane. It can fly, which is as much a supernatural ability as a physical one. Its most powerful weapon, the ability to release their internal energy as a deadly burst of divine magical electricity, is reserved for times of dire need since it disables the arbiter for 24 hours. They are also limited spellcasters of divine magic who can gain limited foresight, compel action, detect chaotic beings and energies, and repair objects.[1]


Found throughout the multiverse in courts and on battlefields, arbiters keep a close eye on the forces of chaos and do their best to direct individuals to the lawful cause. Arbiters see themselves as advisers and counsellors who guide their summoners on the path of law.[3] An arbiter who comes across evidence of a significant insurgence of chaos does everything possible to rally its allies against it. If it cannot handle the situation, the arbiter either insists on being helped to reach the nearest greater inevitable, or on returning to Axis to report.[3]

Since the aeons' Convergence, many arbiters have also become intermediaries for aeon machinations with their mortal associates.[1]