Witchwyrd

CREATURE 6

uncommon ln medium humanoid 

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 [R] (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.