Witchwyrd
System: Pathfinder | SRD
Witchwyrd
CR 6
LN
Monstrous Humanoid
Medium
Init +6
;
Senses darkvision 60 ft., detect magic; Perception +8
Defense
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 68 (8d10+24)
Fort +7
Ref +8
Will +9
DR 5/magic
Offense
Speed 30 ft.
Melee ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or<p class="stat-block-2">4 slams +11 (1d4+3 plus grab)</p>
Space 5 ft.
;
Reach 5 ft. (10 ft. with ranseur)
Special Attacks force bolt
CMB +11 (+15 grapple)
CMD 23
Statistics
Str 16,
Dex 15,
Con 17,
Int 18,
Wis 13,
Cha 20
Base Atk +8
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; 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).
This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.