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Witchwyrds are four-armed humanoid creatures with hairless blue-gray skin and glowing yellow eyes. They are typically 6-1/2 feet tall and weigh 300 pounds. Their hands possess three evenly sized and spaced digits in a tripod-like arrangement. 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 a witchwyrd almost always knows when someone is trying to pull one over on them.

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. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.

Recall Knowledge - Humanoid (Society): DC 24

WitchwyrdCreature 6

Source Pathfinder #149: Against the Scarlet Triad pg. 90
Perception +12; darkvision, detect magic
Languages Common, Draconic; one or more planar languages; tongues
Skills Arcana +16, Deception +15, Desert Lore +14 (plus one or more Lore skills related to a specific plane), Diplomacy +15, Intimidation +15
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 ReactionReaction (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 Single ActionSingle Action ranseur +16 (disarm, magical, reach 10 feet), Damage 1d10+6 piercingMelee Single ActionSingle Action fist +15 (agile, nonlethal), Damage 1d6+6 bludgeoning plus GrabArcane Innate Spells DC 23, attack +15; 5th dimension door; 4th resilient sphere, resist energy (x2), suggestion; 3rd dispel magic; 2nd mirror image; 1st floating disk (at will), unseen servant (at will); Cantrips (3rd) detect magic; Constant (5th) tongues
Force Bolt Single ActionSingle Action to Three ActionsThree 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.

Sidebar - Related Creatures Alien Allies

While witchwyrds often appear to be solitary creatures, the most successful among them rarely wander the planes and planets alone. High-ranking or wealthy witchwyrds employ a variety of bodyguards to accompany them, and their entourage is usually composed of a variety of strange beings met during their travels.