columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 2"
name: "Witchwyrd"
level: "Creature 6"
rare_03: [[Uncommon]]
alignment: ""
size: "Medium"
trait_01: [[humanoid]]
trait_02: [[lawful]]
modifier: 12
perception:
- name: "Perception"
desc: "+12; Darkvision"
languages: "Common, Draconic; one or more planar languages, tongues"
skills:
- name: "Skills"
desc: "Arcana: +16, Deception: +15, Diplomacy: +15, Intimidation: +15, Desert Lore: +14, One or more Lore skills related to a specific plane: +14"
abilityMods: [3, 3, 1, 4, 3, 5]
speed: 25 feet
sourcebook: "_Pathfinder Bestiary 2_"
ac: 22
armorclass:
- name: AC
desc: "22; __Fort__ +13, __Ref__ +13, __Will__ +15"
hp: 110
health:
- name: ""
- name: HP
desc: "110; __Resistances__ force 5"
abilities_top:
- name: ""
- name: "Items"
desc: "[[Equipment/Ranseur|+1 Ranseur]]"
- name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
desc: " A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
abilities_mid:
- name: ""
- name: "Absorb Force"
desc: "`pf2:r` (arcane,force) **Frequency** once per round\n\n**Trigger** A [[Spells/Force Barrage|Force Barrage]] is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand\n* * *\n\n**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."
attacks:
- name: ""
- name: "**Melee** `pf2:1` Ranseur"
desc: "+16 (disarm, magical, reach 10 feet)\n__Damage__ 1d10 + 6 piercing"
- name: "**Melee** `pf2:1` Fist"
desc: "+15 (agile, nonlethal)\n__Damage__ 1d6 + 6 bludgeoning plus grab"
- name: "Arcane Innate Spells"
desc: "DC 23, attack +13; __5th __ _[[Spells/Translocate|Dimension Door]]_; __4th __ _[[Spells/Containment|Resilient Sphere]]_, _[[Spells/Resist Energy|Resist Energy (x2)]]_, _[[Spells/Suggestion|Suggestion]]_; __3rd __ _[[Spells/Dispel Magic|Dispel Magic]]_; __2nd __ _[[Spells/Mirror Image|Mirror Image]]_; __1st __ _[[Spells/Carryall|Floating Disk (At will)]]_, _[[Spells/Phantasmal Minion|Unseen Servant (At will)]]_\n__Constant__ __(5th)__ _[[Spells/Truespeech|Tongues]]_"
- name: "Force Bolt"
desc: "`pf2:1` (arcane,force) 1 to 3 actions\n\nThe witchwyrd fires one [[Spells/Force Barrage|Force Barrage]] 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: "[[Bestiary Ability Glossary/Grab|Grab]]"
desc: "`pf2:1` **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
name: Witchwyrd
creatures:
- 1: WitchwyrdWitchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests-mercantilism- and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.
These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit-perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic.