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 Humanoid
Alignment: 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):

Statistics

StrDexConIntWisCha
16 (+3) 15 (+2) 17 (+3) 18 (+4) 13 (+1) 20 (+5)
Base Attack Bonus: +8
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 Land
Organization: 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.

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