Battleloth, Arrow (CR 1)
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 1d8 (4 hp); DR: 5/magic
Fort +2, Ref +5, Will +4
Speed: 20 ft., fly 80 ft. (perfect)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -3
Attack: 2 claws +2 melee
Damage: Claw 1d3
Abilities: Str 10, Dex 17, Con 11, Int 10, Wis 14, Cha 11
Special Qualities: Arrow form, outsider traits, SR 12, yugoloth traits
Skills: Craft (fletching) +4 and Spot +6
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or quiver (3-20)
Arrow Form (Su): When fired from a bow, an arrow battleloth can turn at any point in its flight to attack an opponent who had cover or concealment, or was otherwise out of the bow wielder's line of sight. As soon as the battleloth spots the desired target, it can use its flying ability to adjust its course, so long as it does not move beyond the maximum range of the weapon used to fire it. The attacker makes a normal attack roll against the target to see whether the battleloth hits, ignoring any miss chances or AC bonuses that would otherwise apply for concealment or cover. Otherwise, the arrow battleloth functions as a +1 arrow. Although it can turn into an arrow and fly on its own, an arrow battleloth cannot attack in arrow form without being fired from a bow.
Weapon Form: A battleloth can change to or from its weapon form as a standard action that does not provoke an attack of opportunity. While in its weapon form, a battleloth functions as a weapon of the appropriate type with the indicated enhancement bonus. It can use only those movement forms and attacks specifically noted in its weapon form description, but all of its special qualities apply to both its weapon and its humanoid forms. A battleloth can perceive the world around it and communicate normally while in weapon form. Since it lacks limbs, however, it cannot use spells that require material or somatic components.
In all other respects, the battleloth functions as a creature, not an object. It gains no hardness or additional hit points in weapon form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's humanoid form except that the battleloth benefits from a +2 size bonus to AC.
Outsider Traits: A battleloth has darkvision (60-foot range). It cannot be raised or resurrected.
Yugoloth Traits: A battleloth is immune to poison and acid. It has cold, electricity, and fire resistance 20. Battleloths can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).