Witchwyrd
Description
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 less-infamous humanoid race. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.
Combat Stats
- 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)
- DR
- 5/magic
- Defensive Abilities
- absorb force
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Force Bolt — 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).
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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
Spells
- Type
- Monstrous Humanoid
- Alignment
- LN
- Size
- Medium
- 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
- Senses
- darkvision 60 ft., detect magic; Perception +8
- Languages
- Common, Draconic, one or more planar languages; tongues
- Source
- Bestiary 2