Witchwyrd
Creature 6- 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
Constant Spells
- AC
- 22; Fort +13, Ref +13, Will +15
- HP
- 110; Resistances force 5
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.
- Speed
- 25 feet
Melee ◆ fist +15 (agile, nonlethal, unarmed), Damage 1d6+6 bludgeoning plus Grab
Melee ◆ ranseur +16 (disarm, magical, reach 10 feet), Damage 1d10+6 piercing
Arcane Innate Spells DC 23, attack +15; 5th translocate; 4th suggestion, resist energy; 3rd dispel magic; 2nd blur; 1st carryall (at will), phantasmal minion (at will); Cantrips (1st) detect magic; Constant (5th) truespeech
Force Dart ◆ (arcane, force) ◆ to ◆◆◆
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 ◆
Source: Pathfinder Monster Core 2