[ Aeons | Axiomites | Inevitables ]
[ Arbiter | Hykariut | Impariut | Kastamut | Keledon | Kolyarut | Lhaksarut | Marut | Novenarut | Quarut | Rokyamut | Valharut | Varakhut | Yarakhut | Zelekhut ]
Arbiter Inevitable
Scouts and diplomats of the mysterious aeons
LN; CR 1 [PF1e], Creature 1 [PF2e]
Arbiters are small, spherical inevitables that serve as scouts, diplomats, and intermediaries between the inscrutable aeon hierarchies and the rest of the multiverse. Their appearance is striking, resembling intricate metallic spheres crafted from bands of bronze or copper, usually inscribed with arcane patterns and runes. They possess a single central eye, two clawed arms, and shiny metallic wings that enable them to fly, through a combination of physical and supernatural means. Though diminutive in size—measuring only a foot in diameter—they are surprisingly heavy at 60 pounds, it’s thought because they’re constructed from durable metal alloys.
It’s frequently noted by planewalkers that the form of the arbiters is suspiciously similar to that of the monodrone modron. While they are indeed distinct types of creature—the intelligence and versatility of arbiters far exceeds that of the lowly monodrone, for starters—it reflects their shared origins as creations of the axiomites—if the chant is to be believes at least. Arbiters try not to be insulted by being called monodrones, although it’s a sure-fire way to start off on the wrong foot. Planewalkers should note that arbiters do not possess legs, instead getting around by levitating and using their wings to steer. They are also far more talkative than their monotropic modron look-alikes,
The arbiter purpose is as a servant of cosmic balance. Arbiters were designed to monitor, report back upon and counteract chaos across the multiverse. With the onset of the Convergence, many arbiters have taken on new responsibilities as go-betweens for the aeon Sephirot and its mortal collaborators, responsible for maintaining order in Mechanus while fostering cooperation between aeons and mortal.
Philosophically, arbiters embody the aeons’ broader mission of maintaining equilibrium but focus specifically on guiding individuals and groups toward lawful behaviour. Even when they act as familiars to mortal spellcasters, arbiters see themselves as counsellors rather than servants, often riding on the shoulders of their companions. Their perspective is pragmatic and uncompromising; they are willing to negotiate or persuade but will act decisively when they perceive a threat from chaotic activity.
Arbiters wield several abilities that make them invaluable allies in maintaining order. They can cast spells such as command, sanctuary, and protection from chaos to influence others or shield allies. Their most useful offensive ability is their electrical burst, which releases a surge of energy dealing significant damage within a 10-foot radius. However, this power comes at a high cost: after using it, an arbiter becomes stunned for 24 hours, a vulnerability they avoid unless absolutely necessary. Additionally, they can sense the presence of other aeons on their plane, helping them to coordinate effectively within the aeon hierarchy.
For planewalkers encountering arbiters, understanding these beings’ motivations and limitations is crucial. While generally peaceful unless facing true chaos, arbiters prioritise their mission over personal relationships or individual well-being. They are excellent companions for lawfully-inclined adventurers but may prove challenging for those with chaotic tendencies. Their disdain for chaos extends beyond mere ideology—arbiters see chaos as an existential threat to the multiverse’s stability. As such, planewalkers should approach arbiters with respect for their role as enforcers of cosmic balance while recognising that these enigmatic beings operate according to principles far removed from mortal concerns.
Sources: Bestiary 2 [PF1e]; Monster Core [PF2e] p8
Canonwatch: Arbiters were classed as inevitables in PF1e, while this changed to aeons when the aeons were recast as lawful and blended with inevitables in the PF2e Convegence plot device. I think this makes more sense, given their obsession with preserving the status quo of the multiverse as a focus on natural laws rather than purely with balance. Plus in Planescape we already have the rilmani for the ethical balance side of things—so I’ve merged them with the lore of Mechanus in my headcanon.