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Terra-cotta Archer, The Eternal Sentinel of the Imperial Tomb

Terra-cotta Archer, The Eternal Sentinel of the Imperial Tomb
Create

Silent, still, and unrelenting—these clay guardians strike with eerie precision from beyond the grave.


A Terra-cotta Archer resembles a life-sized soldier sculpted from dark, kiln-fired clay. Intricately detailed armor is molded directly onto its form, painted in faded lacquer hues once vibrant with imperial glory. Its expressionless face bears a calm yet unnerving stoicism, and it carries a composite longbow with ceramic-laminated limbs and arrows that never rot. Hairlines and cracks in its surface glow faintly with arcane script, especially when it prepares to strike.


Behaviour

Terra-cotta Archers are completely mindless, executing ancient commands with unwavering discipline. They remain motionless for centuries if undisturbed, but activate instantly when trespassers enter a protected domain. In combat, they exhibit unnaturally coordinated tactics, forming phalanxes, focusing fire, and maintaining spacing as if obeying a long-forgotten drill sergeant. They do not pursue or speak—they are guardians, not hunters.


Habitat

Typically found in forgotten tombs, cursed mausoleums, and abandoned imperial vaults, Terra-cotta Archers are almost always part of a larger defense system. Their chambers are often positioned in long corridors, balconies, or overlooking gates, allowing them line of sight for volley fire. These locations are often magically sealed, protected not only by the archers but by traps, spirits, and shifting architecture.


Modus Operandi

Upon activation, Terra-cotta Archers assess targets collectively, prioritizing intruders with spellcasting potential or ranged weapons. After a short delay, their arrows become unnaturally sharp and fast, tearing through armor with the precision of enchanted blades. They attack in disciplined volleys, often from elevated or concealed positions. Once combat begins, they do not retreat, surrender, or change targets unless commanded by a superior construct or a lingering arcane protocol.


Motivation

Terra-cotta Archers have no true will. Their sole purpose is to obey: to guard what they were built to protect. Their creators—often long-dead emperors, warlords, or necromancers—imbued them with only one directive: protect the sanctum. Some archers bear remnants of ancient geasa, magical compulsions tied to their tomb’s lore, binding them even beyond death to carry out their vigil.

  • Terra-cotta Archer 5e
  • Terra-cotta Archer Pathfinder
Terra-cotta Archer, The Eternal Sentinel of the Imperial Tomb
Create

Medium Construct, Unaligned
“They do not sleep. They do not speak. They simply wait, bowstring drawn across centuries.”


Armor Class 17 (Ceramic Laminar Armor)

Hit Points 84 (13d8 + 26)

Speed 30 ft.


STRDEXCONINTWISCHA
14 (+2)18 (+4)14 (+2)3 (–4)12 (+1)5 (–3)

Saving Throws Dex +7, Wis +4
Damage Resistances Piercing, Slashing from nonmagical weapons
Damage Vulnerabilities Bludgeoning
Damage Immunities Poison, Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Understands the language of its creator but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3


Construct Nature

The Terra-cotta Archer doesn’t require air, food, drink, or sleep.


Traits


Keen Volley (Recharges after Initiative is Rolled)

After the first round of combat, the Terra-cotta Archer’s arrows become magically enhanced. Its longbow attacks are considered magical, and its critical hit range increases to 19–20 for the remainder of the encounter.


Rank Fighting

When the Terra-cotta Archer is within 5 feet of another Terra-cotta Archer, it gains the following benefits:

  • +2 bonus to AC
  • +1 bonus to attack and damage rolls
  • Advantage on saving throws against being frightened or charmed

These bonuses encourage close, phalanx-style formations.


Silent Sentinel

The archer remains motionless when inactive. It is indistinguishable from an inanimate statue unless a creature succeeds on a DC 15 Intelligence (Investigation) check.


Actions


Multiattack

The Terra-cotta Archer makes two ranged attacks with its Longbow of Eternal Watch or two Slam attacks in melee.


Longbow of Eternal Watch (Magical Weapon)

Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target.
Hit: 9 (1d8 + 5) piercing damage. On a critical hit, the arrow deals an additional 7 (2d6) force damage.

If Keen Volley is active, the critical hit range is 19–20.


Slam

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) bludgeoning damage.


Coordinated Volley (Recharge 5–6)

The Terra-cotta Archer designates a target within 60 feet. All other Terra-cotta Archers within 30 feet that can see the target can immediately use their reactions to make one longbow attack against that target.


Tactical Behavior

  • Opening Round: Holds position, remaining still until a target enters range, often triggering a readied attack or trap.
  • Second Round: Activates Keen Volley and begins full assault.
  • Group Tactics: Uses Rank Fighting in close formation and sets up overlapping lines of fire.
  • Target Priority: Focuses on spellcasters and ranged attackers first, using Coordinated Volley to overwhelm high-value threats.
  • Final Stand: Fights to the end. Will never retreat, negotiate, or surrender unless commanded by a superior construct.

Optional Legendary Variant: Terra-cotta Captain (CR 10)

The following enhancements apply to a Terra-cotta Captain leading other archers:

Legendary Action (1/round)Volley Order. Choose up to two Terra-cotta Archers within 60 feet. Each may move up to 10 feet and make one longbow attack.

Warding Aegis (Recharge 6) – Until the end of the captain’s next turn, all Terra-cotta Archers within 10 feet gain resistance to all damage except force and psychic.

Terra-cotta Archer, The Eternal Sentinel of the Imperial Tomb
Create

[This content is based on content mentioned but only partially described by Paizo Publishing.]

Source: Pathfinder d20pfsrd.com

A terra-cotta archer is crafted from clay and fired into ceramic, and is usually sculpted to resemble an armored human archer, although terra-cotta archers resembling other races, such as hobgoblins, tengus, or even demons and oni, are also common. Terra-cotta archers are often created to guard the tomb of powerful rulers, standing in silent ranks to guard their liege even after his or her death.

These archers stand vigil for centuries, animating only to defend the tomb and its riches from tomb robbers. Terra-cotta archers are typically painted with colored lacquer, though this decoration is often worn away from use or faded with age. A terra-cotta archer stands 6 feet tall and weighs 600 pounds.


Terra-cotta Archer CR 6
XP 2,400

N Medium construct

Init +7; Senses Darkvision 60 ft., Low-Light Vision; Perception +8
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dexterity, +6 natural)

hp 64 (8d10+20)

Fort +2, Ref +5, Will +2

DR 5/bludgeoning; Immune construct traits, fire; SR 17
OFFENSE
Speed 30 ft.

Melee 2 slams +11 (1d6+3)

Ranged composite longbow +12 (1d8/x3)

Special Attacks keen weapons, rank fighting
STATISTICS
Strength 16, Dexterity 16, Constitution -, Intelligence 1, Wisdom 11, Charisma 1

Base Atk +8; CMB +11; CMD 24

Feats Improved Initiative, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)

Skills Perception +8
SPECIAL ABILITIES
Keen Weapons (Su)  

After it has engaged in at least 1 round of combat, a terra-cotta archer’s arrows automatically gain the benefits of keen weapon (CL 6th). This effect persists until the end of the battle. This effect applies to the soldier’s arrows even though keen doesn’t normally work on piercing weapons.
 
Rank Fighting (Ex)
 
Whenever a terra-cotta archer is adjacent to another terra-cotta archer, it gains a +2 Dodge bonus to its AC and a +2 bonus on saving throws, attack rolls, and damage rolls.
ECOLOGY
Environment any

Organization solitary, troop (3-12), or army (13+)

Treasure incidental (composite longbow, other treasure)

Terra-cotta Archer

A terra-cotta archer’s body is made from 600 pounds of clay, fired with rare and magical glazes worth 500 gp.

CL 9th; Price 19,000 gp

CONSTRUCTION REQUIREMENTS

Craft Construct, animate objects, cat’s grace, geas/quest, keen edge, creator must be caster level 9th; Skill Craft (pottery) or Craft (sculptures) DC 14; Cost 10,000 gp

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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