Library / Bestiary

Witchwyrd

CR 6.00 Monstrous Humanoid LN Medium
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.

STR
16
DEX
15
CON
17
INT
18
WIS
13
CHA
20
HP
68 (8d10+24)
AC
19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
Speed
30 ft.
Init
+6
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)
BAB
+8
CMB
+11 (+15 grapple)
CMD
23
Fort
+7
Ref
+8
Will
+9
DR
5/magic
Defensive Abilities
absorb force

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).

Deflect Arrows from Feat

<p class="stat-block-1"> 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.</p>

Great Fortitude from Feat

<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Persuasive from Feat

<p class="stat-block-1"> 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.</p>

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, Constant—Resist Energy, Constant—Unseen Servant, 3/day—Dispel Magic, 3/day—Displacement, 3/day—Suggestion, 1/day—Dimension Door, 1/day—Resilient Sphere
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
Sources Used in This Record
15 House/Core
  • Uses feat: Deflect Arrows (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Great Fortitude (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Persuasive (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Floating Disk (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Mage Armor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resist Energy (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Unseen Servant (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Displacement (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Suggestion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimension Door (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resilient Sphere (Spell)
    House/Core — covered by the site's Section 15.
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.