Witchwyrd
Creature 6 (uncommon) — humanoid
AnvilWeaverLANDhumanoid
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; darkvision
Languages common, draconic; One or more planar languages, Truespeech
Skills arcana +16, athletics +15, deception +15, Desert Lore +14, diplomacy +15, intimidation +15, one or more Lore skills related to a specific plane +0
Str
+3
Dex
+3
Con
+1
Int
+4
Wis
+3
Cha
+5
Items Ranseur
AC 22
Fort +13
Ref +13
Will +15
HP 110
Resistances force 5
Speed 25 feet
Offense
Melee Fist (agile, nonlethal) +15, Damage 1d6+6 bludgeoning plus Grab
Melee Ranseur (disarm, magical, reach-10) +16, Damage 1d10+6 piercing
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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.
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.
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 —
Arcane Innate Spells DC 23, attack +15
5th Truespeech (Constant)
4th Suggestion, Translocate
2nd Blur, Dispel Magic, Resist Energy (×2)
1st Carryall (At Will), Phantasmal Minion (At Will)
Cantrips (5th) Detect Magic
WORKS WELL WITH
CrasherLANDWitchwyrd's Grab and reach immobilize enemies, presenting easy targets for a Crasher.
FlankerLANDWitchwyrd's reach and combat maneuvers create flanking opportunities for a melee partner.
MenderLANDWitchwyrd's high durability and frontline presence benefit from sustained healing.
PUNISHES
✖ clustering✖ force magic
An airborne Sniper operating at long range cannot benefit from the Witchwyrd's reach-based control zone.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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