Type: Native Outsider (extraplanar, inevitable, lawful)
Senses: Darkvision 60’, Detect Chaos, Low-light Vision
AC: +1 natural
Saves: Fort +3, Ref +0, Will +3
Defenses: Regeneration 1 (chaotic), Constant Vigilance, Constructed
SR: 5 + HD
Speed: -10’ (-5’), fly +20’ (average)
Special Attacks: electrical burst
3/day – detect chaos
3/day – command, make whole, protection from chaos
Abilities: Dex +6, Con +4, Cha +4
Skills: [6 + Int] Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth
4 additional class skills to be chosen
SQ: locate inevitable
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.
Half-Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components, and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are resistant to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless) and receive a +4 bonus when resisting them. Inevitables are not subject to non-lethal damage, fatigue, exhaustion and reduce ability damage, ability drain, or energy drain by half (minimum damage, drain, or energy drain is 1). They are not at risk of death from massive damage.
Electrical Burst (Ex) 1/day – An arbiter can release electrical energy from its body in a 10-foot-radius burst that deals 1d6 electricity damage for every two HD (Reflex DC 10 + 1/2 HD + Con mod). Immediately following such a burst, the arbiter becomes stunned for 24 hours. The save DC is Constitution-based.
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.
Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning. Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can re-grow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.