Raptor’s arsenal
The Raptors of the Eastern Perch were an elite group of archers who defended the Iceteeth and Longspear mountain ranges hundreds of years ago during the Monstrous Invasion. Their arrows were enchanted. Many of their quivers were hidden in hollow trees and caves where they were within easy reach of a Raptor needing replenishment. When the Invasion was quelled with the intervention of the Longtooth giant clan, the Raptors’ presence in the perch diminished yet their arsenals remained tucked away for future conflict.
The Raptors’ arrows were designed to help their comrades as well as injure or trap their opponents.
When a quiver is discovered, it contains 2d10 arrows. Roll 2d20 for each arrow found and consult the tables below to determine which arrows are in the quiver.
2 | Arrow of Web | 21 | Arrow of Advantage – gives a companion advantage on their next roll |
3 | Arrow of Arrows – on a hit, the arrow splits into 3 arrows, each doing 1d6 damage | 22 | Arrow of Sleep – puts its target to sleep for 1d10 rounds |
4 | Magnetic Arrow – advantage on attacking metal armor or creature | 23 | Arrow of Desperation – drains 1d6 HP from its target and gives it to the Raptor |
5 | Arrow of Venom – does 1d10 poison damage in addition to normal damage and target is poisoned for 1 minute | 24 | Arrow of Levitation |
6 | Arrow of Slowness | 25 | Arrow of Mind Control – Domination of a person, beast, or monster |
7 | Arrow of Fireworks – on a hit, it explodes in fireworks blinding all creatures within 15 feet for 1 round | 26 | Arrow of Monster Conjuring – opens a portal to the Iceteeth through which a CR 2 creature appears to fight the target of the arrow |
8 | Arrow of Health – delivers 4d4 HP of healing liquid | 27 | Arrow of Water Breathing |
9 | Arrow of Haste | 28 | Arrow of Shield – casts Shield on its target for 1 round |
10 | Arrow of Jump | 29 | Arrow of Thunder – a thunderclap emanates from the arrow when it hits its target, knocking the target and any creature within 15 feet prone |
11 | Arrow of Feather Fall | 30 | Arrow of Warning – the arrow glows and nocks itself in the bow whenever an evil creature is within 100 feet |
12 | Arrow of Lightning | 31 | Arrow of Stinking Cloud |
13 | Arrow of Confusion – target must roll a WIS check to attack its opponent or else attack its own companions | 32 | Arrow of the Eagle’s Eye – the Raptor can magically see through the eye on this head of this arrow for 1 round after shooting it |
14 | Arrow of Exhaustion – the target gains one level of exhaustion | 33 | Juking Arrow – the arrow intentionally misses its target and then jukes to hit them from behind |
15 | Arrow of Fright – the target is frightened of the Raptor for 1d4 rounds (on a fumble, the target blinks right next to the Raptor) | 34 | Arrow of Return – after a hit, the arrow returns to the Raptor’s bow |
16 | Arrow of Vines | 35 | Arrow of Frost Brand |
17 | Arrow of Fog Cloud | 36 | Arrow of Heartbreak – the arrow brings up bad memories and the target starts crying and has Disadvantage on attacks for 1d4 rounds |
18 | Arrow of Heat Metal | 37 | Arrow of Tracking – casts a tracking spell on its target. Raptor can track the target within 100 feet for 1 hour |
19 | Arrow of Teleportation – the arrow teleports its target to a jail cell in the Raptors’ hideout | 38 | Arrow of Irritation – the target hears a high-pitched whine that gives them Disadvantage on attacks for 1d4 rounds |
20 | Arrow of Electric Fencing – surrounds the target in a lightning trap | 39 | Arrow of Diminution – casts Reduce on its target |
40 | Arrow of Climbing – a spectral rope of climbing trails the arrow |
Some arrows may rely on the Raptor’s Ring to work properly. Whether a ring is found with the Arsenal is up to the DM.