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There is a Legacy version here.

Witchwyrd

Witchwyrds 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 they almost always know when someone tries 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. Witchwyrds are notoriously closemouthed about details of this distant place, 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 fourarmed creatures, but as with questions of their place of origin, witchwyrds have little to say about the topic.

Recall Knowledge - Humanoid (Society): DC 24
Unspecific Lore: DC 22
Specific Lore: DC 19

Elite | Normal | Weak
Proficiency without Level

WitchwyrdCreature 6

Uncommon Medium Humanoid 
Source Monster Core 2 pg. 355, Pathfinder #149: Against the Scarlet Triad pg. 90
Perception +6; darkvision
Languages Common, Draconic; one or more planar languages, truespeech
Skills Arcana +10, Athletics +9, Deception +9, Desert Lore +8, Diplomacy +9, Intimidation +9, Lore +8 (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 16; Fort +7, Ref +7, Will +9
HP 110; Resistances force 5
Absorb Force [reaction] (arcane, force) Frequency once per round; Trigger A force barrage or Force Dart (see below) is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand; Effect The witchwyrd “catches” one force projectile, absorbing it, preventing the damage, 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 Dart. The energy lasts for 1 minute or until it's released.
Speed 25 feet
Melee [one-action] ranseur +10 [+5/+0] (disarm, magical, reach 10 feet), Damage 1d10+6 piercingMelee [one-action] fist +9 [+5/+1] (agile, nonlethal), Damage 1d6+6 bludgeoning plus GrabArcane Innate Spells DC 17; 5th translocate; 4th resist energy (×2), suggestion; 3rd dispel magic; 2nd blur; 1st carryall (at will), phantasmal minion (at will); Cantrips (3rd) detect magic; Constant (5th) truespeech
Force Dart [one-action] to [three-actions] (arcane, force) The witchwyrd fires one dart of force 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 darts instead of one, expending the held energy.

Sidebar - Additional Lore Alien Allies

High-ranking or wealthy witchwyrds rarely travel the planes alone, employing bodyguards to accompany them and leading entourages composed of various strange beings they’ve met during their travels.

Shelyn's Corner

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