Eldritch Archer (CR 13)
Alignment: Always lawful evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +20, and Spot +20
AC: 26 (+8 Dex, +8 natural), touch 18, flat-footed 18
Hit Dice: 16d12 (104 hp); DR: 10/bludgeoning and good
Fort +5, Ref +13, Will +11
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +8; Grapple +12
Attack: Claw +12 melee or eldritch longbow +21 ranged
Full Attack: 2 claws +12 melee or eldritch longbow +21/+19/+14 ranged
Damage: claws 1d6+4, eldritch longbow 1d8+9/19-20
Special Attacks/Actions: Eldritch longbow, storm of arrows, vampiric arrows
Abilities: Str 18, Dex 27, Con -, Int 15, Wis 12, Cha 18
Special Qualities: SR 25, undead traits
Feats: Far Shot; Improved Initiative; Improved Natural Attack; Improved Precise Shot; Point Blank Shot; Precise Shot; Rapid Shot
Skills: Balance +29, Climb +23, Jump +25, Listen +20, Spot +20, and Tumble +29
Advancement: 17-48 HD (Medium)
Organization: Solitary or pack (4-10)
Eldritch Longbow (Su): An eldritch archer's longbow is a +5 keen composite longbow (+4 Strength). The unholy power that grants the creature its undead life is the same energy that infuses this longbow; when an eldritch archer is slain its longbow melts away into a foul-smelling black tar. If an eldritch archer's longbow is taken from it, the weapon melts into tar. An eldritch archer can manifest a new longbow as a full-round action that provokes an attack of opportunity. The eldritch longbow magically creates arrows as its undead wielder requires, although the arrows themselves are nonmagic.
Storm of Arrows (Su): Once every 1d4+1 rounds, an eldritch archer may fire a storm of arrows as a full-round action. This ability allows the archer to make a single attack with its eldritch longbow against every target within a 100-foot long cone. Alternatively, the eldritch archer may focus its storm of arrows on a single target within 100 feet. It makes a single ranged attack roll to hit this target, and if it hits, 2d4 arrows strike the target. Each arrow deals 1d8+9 points of damage. If the eldritch archer scores a critical hit using this method, only the first arrow deals critical damage.
Vampiric Arrows (Su): As a full-round action, an eldritch archer may fire a single vampiric arrow rather than regular arrows. A vampiric arrow is wreathed in a roiling cloud of purple smoke that forms screaming skulls and tormented faces in its wake. If a vampiric arrow hits a living target, it deals 6d6 points of negative energy damage to the target and heals the eldritch archer an amount equal to the damage dealt. Hit points gained in excess of the eldritch archer's normal maximum provide no benefit. An undead creature struck by a vampiric arrow is instead healed 6d6 points of damage; in this case, the eldritch archer gains no healing from the attack.
Although an eldritch archer's claws are unnaturally strong and sharp, the undead creature's favored method of attack is with its eldritch longbow, a +5 composite longbow fueled and enhanced by the same fell energies that animate the undead elf itself. They do their best in combat to maintain ranged superiority over the enemy. Many eldritch archers wear magic elven chainmail, but the statistics given here reflect the standard unarmored eldritch archer.
An eldritch archer is a magically animated skeleton of an elven arcane archer that has been killed through exacting and foul unholy rituals. Several powerful osyluths are reputed to know the secrets of creating an eldritch archer, and they sometimes give favored mortal minions these secrets to aid in creating loyal guardians for particularly important sites.
Eldritch archers average about five feet tall and weigh about 60 pounds.