Home >Creatures >


Witchwyrd Creature6

Uncommon LN Medium Humanoid

Perception +12; darkvision, detect magic

Languages Common, Draconic, one or more planar languages; tongues

Skills Arcana +16, Deception +15, Diplomacy +15, Intimidation +15, Lore (Desert) +14, one or more additional 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 [reaction] (arcane, evocation, force) Frequency once per round; Effect The witchwyrd uses a free hand to “catch” a single magic missile fired at it, as long as it is aware of the incoming magic missile. This absorbs the missile and causes 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 [one-action] ranseur +16 (disarm, magical, reach 10 feet), Damage 1d10+6 piercing

Melee [one-action] fist +15 (agile, nonlethal), Damage 1d6+6 bludgeoning plus Grab

Arcane Innate Spells DC 23, attack +15; 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 [one-action] to [three-actions] (arcane, evocation, force) The witchwyrd fires one magic missile per action spent (dealing 1d4+1 damage each). It can’t spend more actions on this ability than it has free hands. If it uses a hand that has Absorbed Force, that hand hurls two missiles instead of one, expending the held energy.

Section 15: Copyright Notice

Pathfinder Adventure Path #149: Against the Scarlet Triad © 2019, Paizo Inc.; Authors: John Compton, with Tim Nightengale and James L. Sutter.