This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.
XP 2,400 DEFENSE
AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural) OFFENSE
Speed 30 ft.
Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant STATISTICS
Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20 SPECIAL ABILITIES
Absorb Force (Su)Once per round, a witchwyrd can use a free hand to “catch” a magic missile fired at it. This absorbs the missile and manifests as a glowing nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed. Force Bolt (Su)A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round). |