Witchwyrd
Creature 6 (uncommon) — humanoid
Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests—mercantilism—and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and they almost always know when someone tries to pull one over on them. These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet
Source: pathfinder-monster-core-2
Perception +12
Skills arcana +16, athletics +15, deception +15, diplomacy +15, intimidation +15
Str
+3
Dex
+3
Con
+1
Int
+4
Wis
+3
Cha
+5
AC 22
Fort +13
Ref +13
Will +15
HP 110
Resistances force 5
Speed 25 feet
Offense
Melee Fist +15, Damage 1d6+6 bludgeoning
Melee Ranseur +16, Damage 1d10+6 piercing
Abilities
Constant Spells — Constant Spells
Absorb Force (arcane, force) — Frequency once per round
Trigger A force barrage or Force Dart (see below) is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand
Effect The witchwyrd "catches" one force projectile, absorbing it, preventing the damage, and causing that hand to glow while it holds this energy. A hand that's holding energy can't be used for any other purpose except to use Force Dart. The energy lasts for 1 minute or until it's released.
Force Dart (arcane, force) — 1 to 3
The witchwyrd fires one dart of force per action spent (dealing 1d4+1 force damage each). They can't spend more actions on this ability than they have free hands. If they use a hand that has Absorbed Force, that hand hurls two darts instead of one, expending the held energy.
Grab — Grab
Spells
Truespeech (Constant) (rank 5)
Suggestion (rank 4)
Translocate (rank 4)
Blur (rank 2)
Dispel Magic (rank 2)
Resist Energy (rank 2)
Carryall (At Will) (rank 1)
Detect Magic (rank 1)
Phantasmal Minion (At Will) (rank 1)
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