Witchwyrd (PFS 1-21)Creature 6
Source Pathfinder Society Scenario #1-21: Mistress of the Maze
Perception +12 (darkvision, detect magic)
Languages Common, Draconic, One Or More Planar Languages; Tongues
Skills Arcana +16, Deception +15, Lore +14, Diplomacy +15, Intimidation +15, Lore +14
Str +3, Dex +3, Con +1, Int +4, Wis +3, Cha +5
AC 22; Fort +13; Reflex +13; Will +15;
HP 110
Speed 25 feet
Resistances Force 5
Ranseur +16 (+11, +6) to hit (disarm, magical, reach 10) 1d10+6 Piercing
Fist +15 (+11, +7) to hit (agile, nonlethal) 1d6+6 Bludgeoning
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA 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.
Absorb Force (arcane, evocation, force)Frequency once per round
Trigger A Magic Missile is fired at the witchwyrd, and the witchwyrd is aware of it and has a free hand
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.
Force Bolt (arcane, evocation, force)to actions
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.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
Arcane Innate Spells (DC 23, +15 to hit)
Cantrips (3rd Level): Detect Magic (Constant)
1st Level: Floating Disk (At will), Unseen Servant (At will)
2nd Level: Mirror Image
3rd Level: Dispel Magic
4th Level: Resilient Sphere, Resist Energy, Suggestion
5th Level: Dimension Door, Tongues (Constant)
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.
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.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.