Arrows of Hunting

 

XP: 250 each

These magical arrows are +1 to hit and to damage, but their true powers are evil and sinister. Originally created by the followers of Bhaal years ago, their secrets have slowly spread throughout the world. Priests of Bhaal must bless these arrows as part of their creation, and therefore, use of these arrows is an act of evil.

There are two ways to use these arrows. The first is to simply fire that arrow at a particular target. In this manner the arrow hits for its regular damage. On the following round, though, the arrow is animated, and continues to attack of its own accord. Two 6” long slivers peel off just below the arrowhead and form arms while the last 6” of the arrow splits into two legs. The arrow will grab hold of it’s target, pull it’s arrowhead out, and start to bang the arrowhead repeatedly at it’s opponent, causing 1d4+1 points of damage per round (this includes the +1 bonus of the arrow). For purposes of attack the arrow has a THAC0 of 16, and no dexterity bonuses apply to the defenders AC. Bonuses derived from similar means, such as martial arts styles or shields do not apply either. Only the innate AC of the victim, or its armor, and any magical bonuses apply.

Each arrow, once animated, has an AC of 5, a movement rate of 15”, and 2d4+2 hit points. If they are reduced to 0 hit points, they are completely destroyed. Only a bless spell of an evil or neutral deity can restore hit points to a damaged arrow. Each bless heals 1d4+1 hit points. If the arrow slays its opponent, it will continue to attack for one more round. During that time the person who fired the arrow can order the arrow to attack a new target, or to return to the firer. If it returns, it can either be picked up or it will naturally return to its quiver or wherever it was stored. If it is ordered to attack another target, the target gets all of its AC defenses until the arrow scores its first hit. If no orders are given, it returns to its form as an arrow and must be retrieved normally.

If the arrow misses its target, it will land in its animated form and attack the target. Under normal instances, it never lands more than 20’ from its target. If for some reason it lands beyond 20’ (i.e. fired off of a cliff or in aerial combat), the arrow will animate and attack so long as it is within the 21” of the target. Otherwise, it hits the ground as a regular arrow with regular chance of breaking. If the arrow misses and imbeds itself in something, the arrow must make a successful attack roll against the targets natural AC to pull itself free. This takes one full round.

In its second form of attack, the arrow is laid to the ground and ordered to attack a particular target. The target must be seen when the attack is ordered. At that time, the arrow animates and proceeds towards its target at full movement rate. It can climb all but the smoothest of surfaces and if need be will attack doors in an attempt to get to its target. If it does not reach its target within 6 turns, it “dies” of exhaustion and becomes a regular arrow. Glass completely baffles these arrows and they will continue to try and walk through the glass so long as there is no other visible means of getting to its target. Up to 12 arrows can be animated in this way at a single time.

Certain good aligned characters such as Paladins and Priests of Lathander will never use these arrows if their true nature is known, and will go out of their way to destroy them if they discover them or see them in use.

 


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