Size:
± Medium
Type:
± Monstrous Humanoid
Form:
Temper:
# App:
± solitary, entourage (1 witchwyrd and 2-5
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 68
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30 ft.
Climb/Arboreal:
Flight:
± 50 ft. (perfect)
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Pathfinder 2e
Ability
Absorb Force [Reaction]
Circumstance: Trigger: A magic missile is fired at the witchwyrd, and the witch
Frequency:
once per round
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.
Ability
Arcane Innate Spells
DC 23; 5th dimension door; 4th resilient sphere, resist energy (×2), suggestion; 3rd dispel magic; 2nd mirror image; 1st floating disk (at will), unseen servant (at will); Cantrips (3rd) detect magic; Constant (5th) tongues
Ability
Force Bolt
(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.
Offense
Melee
Circumstance: combat round (melee)
ranseur +16 [+11/+6] (disarm, magical, reach 10 feet), Damage 1d10+6 piercing
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
+1 ranseur
Language
Common
Draconic
one or more planar languages
tongues
Perception
darkvision
Resistance
force 5
Actions/Abilities/Traits: Pathfinder 2e