WitchwyrdThis gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.Witchwyrd CR 6Source Bestiary 2 pg. 285, Pathfinder #14: Children of the Void pg. 88 XP 2,400 LN Medium monstrous humanoid Init +6; Senses darkvision 60 ft., detect magic; Perception +8DefenseAC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural) hp 68 (8d10+24) Fort +7, Ref +8, Will +9 Defensive Abilities absorb force; DR 5/magicOffenseSpeed 30 ft. Melee ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or 4 slams +11 (1d4+3 plus grab) Space 5 ft., Reach 5 ft. (10 ft. with ranseur) Special Attacks force bolt Spell-Like Abilities (CL 8th; concentration +13) Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant 3/day—dispel magic, displacement, suggestion (DC 18) 1/day—dimension door, resilient sphere (DC 19)StatisticsStr 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20 Base Atk +8; CMB +11 (+15 grapple); CMD 23 Feats Deflect ArrowsB, Great Fortitude, Improved Initiative, Iron Will, Persuasive Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +8, Sense Motive +5, Use Magic Device +9 Languages Common, Draconic, one or more planar languages; tonguesEcologyEnvironment any land Organization solitary, entourage (1 witchwyrd and 2–5 humanoid guards), or enclave (2–5 witchwyrds and 11–20 humanoid guards) Treasure doubleSpecial AbilitiesAbsorb Force (Su) Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).DescriptionAlien merchants that travel between planets and planes, witchwyrds stand 7 feet tall, weigh 300 pounds, and are covered in hairless blue-gray skin. Witchwyrds new to a market or eager to avoid identification during an important business deal fold their second sets of flexible arms behind their backs and dress in robes, the better to pass as a less-infamous humanoid race. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.
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