Witchwyrd

This gray-skinned humanoid wears fine red robes. The being has four arms, each ending in a three-fingered hand.

witchwyrd CR 6

XP 2,400
LN Medium monstrous humanoid
Init +6; Senses darkvision 60 ft., detect magic; Perception +8

DEFENSE

AC 19, touch 12, flat-footed 17 (+4 armor, +2 Dex, +3 natural)
hp 68 (8d10+24)
Fort +7, Ref +8, Will +9
Defensive Abilities absorb force; DR 5/magic

OFFENSE

Speed 30 ft.
Melee ranseur +11/+6 (2d4+4/×3), 2 slams +6 (1d4+1 plus grab) or 4 slams +11 (1d4+3 plus grab)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks force bolt
Spell-Like Abilities (CL 8th; concentration +13)

Constantdetect magic, floating disk, mage armor, resist energy (one at a time), unseen servant
3/daydispel magic, displacement, suggestion (DC 18)
1/daydimension door, resilient sphere (DC 19)

STATISTICS

Str 16, Dex 15, Con 17, Int 18, Wis 13, Cha 20
Base Atk +8; CMB +11 (+15 grapple); CMD 23
Feats Deflect ArrowsB, Great Fortitude, Improved Initiative, Iron Will, Persuasive
Skills Appraise +12, Bluff +13, Diplomacy +11, Intimidate +18, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (planes) +12, Perception +8, Sense Motive +5, Use Magic Device +9
Languages Common, Draconic, one or more planar languages; tongues

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).