CREATURE 6
Perception +12; darkvision
Languages Common, Draconic, one or more planar languages; tongues
Skills Arcana +16, Deception +15, Desert Lore +14, Diplomacy +15, Intimidation +15, one or more Lore skills related to a specific plane
Str +3 Dex +3 Con +1 Int +4 Wis +3 Cha +5
Items +1 ranseur
AC 22; Fort +13, Ref +13, Will +15
HP 110; Resistances force 5
Absorb Force (arcane, evocation, force) Frequency once per round; Trigger A magic missile is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; Effect The witchwyrd "catches" the missile, absorbing it 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 Bolt. The energy lasts for 6 rounds or until it is released.
Speed 25 feet
Melee ranseur +16 (disarm, magical, reach 10 feet), Damage 1d10+6 piercing
Melee fist +15 (agile, nonlethal), Damage 1d6+6 bludgeoning plus Grab
Arcane Innate Spells DC 23; 5th dimension door; 4th resist energy (×2), suggestion, resilient sphere; 3rd dispel magic; 2nd mirror image; 1st floating disk (at will), unseen servant (at will); Cantrips (3rd) detect magic; Constant (5th) tongues
Force Bolt to (arcane, evocation, force) The witchwyrd fires one magic missile 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 missiles instead of one, expending the held energy.
Bestiary 2, page 294. Originally in AoA5.
Open Witchwyrd in the interactive creatures list or browse all creatures starting with W.