Demon, Arrow (CR 7)
AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Hit Dice: 10d8+90 (135 hp); DR: 5/cold iron and good
Fort +16, Ref +11, Will +10
Speed: 40 ft.
Space: 5 ft./5 ft.
Base Attack +10; Grapple +15
Attack: 2 large +1 composite longbows (+5 Str bonus) +14/+14 ranged or claw +15 melee
Full Attack: 2 large +1 composite longbows (+5 Str bonus) +14/+14/+9/+9 ranged or 4 claws +15 melee
Damage: large +1 composite longbow (+5 Str bonus) 2d6+6/x3, claws 1d6+5
Special Attacks/Actions: Close combat shot, oversized weapons, spell-like abilities, summon Tanar'ri, symmetrical archery
Abilities: Str 21, Dex 19, Con 29, Int 14, Wis 16, Cha 12
Special Qualities: immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, SR 18
Feats: Point Blank Shot; Precise Shot; Rapid Shot; Weapon Focus (longbow)
Skills: Balance +17, Bluff +14, Climb +18, Concentration +21, Hide +17, Jump +22, Move Silently +17, Sense Motive +16, Spot +16, and listen +16
Advancement: 11-20 HD (Medium)
Climate/Terrain: Infinite layers of the Abyss
Organization: Solitary, pair, team (3-5), or squad (6-10)
Treasure/Possessions: Double standard (including 2 large +1 composite longbows and arrows)
Monster Manual III
Arrow Demon Ammunition
The arrow demon's statistics assume that the creature uses non-magical arrows only. You can add other types of arrows to the demon's quiver, or you can roll on the following table to randomly determine what type(s) of special ammunition the demon carries (if any). Any ammunition the demon carries should be treated as part of its treasure.
|41-45||100 adamantine arrows||305 gp|
|46-50||100 cold iron arrows||10 gp|
|51-60||100 alchemical silver arrows||15 gp|
|61-70||50 adamantine, 50 cold iron||157 gp, 5 sp|
|71-90||50 adamantine, 50 alchemical silver||160 gp|
|91-100||50 cold iron, 50 alchemical silver||12 gp, 5 sp|
An arrow demon's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Close Combat Shot (Ex): An arrow demon does not incur attacks of opportunity for firing a bow while threatened. In addition, the arrow demon can shoot its bows to make attacks of opportunity as if it threatened the squares adjacent to it with its bows.
Oversized Weapons (Ex): Arrow demons can use bows of any kind that are up to one size larger than their size would allow without penalty.
Spell-Like Abilities: At will - dimension door (self plus 50 pounds of objects only). Caster level 10th.
Summon Tanar'ri (Sp): Once per day, an arrow demon can either automatically summon 1d6 dretches or attempt to summon another arrow demon with a 35% chance of success. This ability is the equivalent of a 4th- level spell.
Symmetrical Archery (Ex): The arrow demon has an amazing ability to wield two bows at once in unison. Any time the arrow demon could make a single attack with a bow, it can attack with both of its bows, at -2 to all its attack rolls that round. For example, when making an attack action, an arrow demon can fire one arrow from each bow at its normal attack bonus minus 2, and when making a full-attack action, it can fire one arrow from each bow for each of its normal iterative attacks (two arrows from each bow, each shaft at a -2 penalty). The statistics block above already includes these bonuses. The arrow demon takes no additional penalties for using multiple weapons as long as it is using only bows.
Telepathy (Su): Arrow demons can communicate telepathically with any creature within 100 feet that has a language.
A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic 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 a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction).
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).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
Most demons encountered outside of the Abyss are tanar'ri. The most populous of the demon subtypes, the tanar'ri form the largest and most diverse group of demons. They are the unchallenged masters of the Abyss at this time. The first tanar'ri were forged from the souls of the first humanoids drawn to the Abyss. Most tanar'ri incorporate humanoid features into their forms as a result of their close ties to the mortal realm.
Traits: A tanar'ri possesses the following traits (unless otherwise noted in a creature's entry).
- Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- Summon (Sp): Tanar'ri share the ability to summon others of their kind (the success chance and kind of tanar'ri summoned are noted in each monster description). Between their arrogance and disdain for owing favors to one another, however, tanar'ri are often reluctant to use this power until they are in obvious peril.