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

Source: Pathfinder Roleplaying Game Bestiary 2