Monster Dossier

Witchwyrd

Witchwyrd is a fantasy monster entry from source B2.

Level 6

Traits

uncommonlnmediumhumanoid

Rules & statistics

Monster Profile

Perception

12

Senses

  • Name
    darkvision

Languages

Languages
  • common
  • draconic
Notes
  • one or more planar languages
Abilities
  • tongues

Skills

Arcana
16
Deception
15
Diplomacy
15
Intimidation
15
Desert lore
14
Notes
  • one or more Lore skills related to a specific plane

Ability Mods

Str
3
Dex
3
Con
1
Int
4
Wis
3
Cha
5

Items

  • +1 ranseur

Defenses

Ac
22
Saving Throws
Fort
13
Ref
13
Will
15
Hp
  • Hp
    110
Resistances
  • Amount
    5
    Name
    force

Speed

Walk
25

Attacks

  • Range
    Melee
    Name
    ranseur
    Attack
    16
    Traits
    • disarm
    • magical
    • reach
    Damage
    1d10+6 piercing
    Types
    • piercing
  • Range
    Melee
    Name
    fist
    Attack
    15
    Traits
    • agile
    • nonlethal
    Effects
    • Grab
    Damage
    1d6+6 bludgeoning plus Grab
    Types
    • bludgeoning

Spellcasting

  • Type
    Innate
    Tradition
    arcane
    DC
    23
    Entry
    0
    Level
    3
    Spells
    • Name
      detect magic
    1
    Spells
    • Name
      floating disk
      Amount
      at will
    • Name
      unseen servant
      Amount
      at will
    2
    Spells
    • Name
      mirror image
    3
    Spells
    • Name
      dispel magic
    4
    Spells
    • Name
      resist energy
      Amount
      2
    • Name
      suggestion
    • Name
      resilient sphere
    5
    Spells
    • Name
      dimension door
    Constant
    5
    Spells
    • Name
      tongues

Abilities

Mid
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • arcane
    • evocation
    • force
    Trigger
    A magic missile is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand
    Frequency
    Unit
    round
    Number
    1
    Entries
    • 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.
    Name
    Absorb Force
Bot
  • Activity
    Number
    1
    Unit
    varies
    Entry
    1 to 3
    Traits
    • arcane
    • evocation
    • force
    Entries
    • 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.
    Name
    Force Bolt

Background

Lore

No lore provided.