Library / Bestiary

Witchwyrd

CR 6.00 Monstrous Humanoid LN Medium HD 8
This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.

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.

HP
68 (8d10+24)
AC
19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
Init
+6
Speed
30 ft.
Fort
+7
Ref
+8
Will
+9
BAB
+8
CMB
+11 (+15 grapple)
CMD
23
Melee
ranseur +11/+6 (2d4+4/&times;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
str
16
+3
dex
15
+2
con
17
+3
int
18
+4
wis
13
+1
cha
20
+5

Weapons: Simple

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).

Universal Monster Rules

Grab (slams) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Special Abilities

Absorb Force from text
Force Bolt from text
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, Traits & Items

Deflect Arrows from Feat

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.

Great Fortitude from Feat

You get a +2 bonus on all Fortitude saving throws.

Calculated: +2 Fort

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Persuasive from Feat

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.

Calculated: +2 Diplomacy, +2 Intimidate

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

spell-like abilities:
Constant—Detect Magic, Constant—Floating Disk, Constant—Mage Armor (DC 16), Constant—Resist Energy (DC 17), Constant—Unseen Servant, 3/day—Dispel Magic, 3/day—Displacement (DC 18), 3/day—Suggestion (DC 18), 1/day—Dimension Door, 1/day—Resilient Sphere (DC 19)
Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
15 House/Core
  • Uses feat: Deflect Arrows (Feat) — core content under OGL 1.0a
  • Uses feat: Great Fortitude (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Persuasive (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Floating Disk (Spell) — core content under OGL 1.0a
  • Knows spell: Mage Armor (Spell) — core content under OGL 1.0a
  • Knows spell: Resist Energy (Spell) — core content under OGL 1.0a
  • Knows spell: Unseen Servant (Spell) — core content under OGL 1.0a
  • Knows spell: Dispel Magic (Spell) — core content under OGL 1.0a
  • Knows spell: Displacement (Spell) — core content under OGL 1.0a
  • Knows spell: Suggestion (Spell) — core content under OGL 1.0a
  • Knows spell: Dimension Door (Spell) — core content under OGL 1.0a
  • Knows spell: Resilient Sphere (Spell) — core content under OGL 1.0a
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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.