Witchwyrd
This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.
CR: 6 XP: 2,400
LN Medium monstrous humanoid
Init: +6 Senses: darkvision 60 ft., detect magic Perception: +8
Defense
AC: 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp: 68 (8d10+24)
Fort: +7 Ref: +8 Will: +9
Defensive Abilities: absorb force
DR: 5/magic
Offense
Speed: 30 ft.
Melee: ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or 4 slams +11 (1d4+3 plus grab)
Space: 5 ft. Reach: 5 ft. (10 ft. with ranseur)
Special Attacks: force bolt
Spell-Like Abilities: (CL 8th; concentration +13) Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant 3/day—dispel magic, displacement, suggestion (DC 18) 1/day—dimension door, resilient sphere (DC 19)
Statistics
Str: 16 Dex: 15 Con: 17 Int: 18 Wis: 13 Cha: 20
Base Atk: +8 CMB: +11 (+15 grapple) CMD: 23
Feats: Deflect Arrows, Great Fortitude, Improved Initiative, Iron Will, Persuasive
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
Languages: Common, Draconic, one or more planar languages, tongues
Ecology
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
Description
Absorb Force (Su) Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing 5303 0
