Witchwyrd
This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.
Witchwyrd (CR 6)
Medium Monstrous HumanoidAlignment: Lawful Neutral
Initiative: +6
Senses: Darkvision 60 feet, Detect Magic; Perception +8
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)Hit Points: 68 (8d10+24)
Saving Throws: Fort +7, Ref +8, Will +9
absorb force
Damage Reduction: 5/magic
Offense
Melee: ranseur +11/+6 (2d4+4/x3), 2 slams +6 (1d4+1 plus Grab) or 4 slams +11 (1d4+3 plus Grab)Reach: 5 feet (10 feet 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)
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
16 (+3) | 15 (+2) | 17 (+3) | 18 (+4) | 13 (+1) | 20 (+5) |
CMB +11 (+15 Grapple)
CMD 23
Feats: Deflect Arrows, 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; tongues
Special Abilities
Absorb 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).Ecology
Environment: Any LandOrganization: solitary, entourage (1 witchwyrd and 2-5 humanoid guards), or enclave (2-5 witchwyrds and 11-20 humanoid guards)
Treasure: double
Alien 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 lessinfamous humanoid race.
Witchwyrds tend to prefer the driest, warmest regions of the areas they visit-perhaps an indicator of their mysterious home world.