LN Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +13
EAC 20; KAC 18
Fort +5; Ref +7; Will +11
Defensive Abilities absorb force; DR 5/magic; Resistances resist energy 5
Speed 30 ft.
Melee sentinel staff +13 (1d10+9 B)
Multiattack 4 slams +11 (1d4+9 B plus grab)
Offensive Abilities force bolt
Spell-Like Abilities (CL 10th) 1/day—dimension door, resilient sphere (DC 20) 3/day—dispel magic, displacement, suggestion (DC 19) At will—detect magic, detect tech, unseen servant Constant—tongues
Str +3; Dex +2; Con +1; Int +4; Wis +1; Cha +5
Skills Bluff +18, Culture +13, Diplomacy +18, Mysticism +13
Languages Common, Cyrunian, Kasatha, Shobhad; tongues
Gear freebooter armor II, sentinel sta with 4 batteries (20 charges each)
Organization solitary, entourage (1 plus 2–5 humanoid guards), or enclave (2–5 plus 11–20 humanoid guards)
Absorb Force (Su) As a reaction, a witchwyrd can use any number of its free hands to catch magic missiles (from the spell of the same name) fired at it. Doing so 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 an additional force bolt (see below). To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt (Su) As a standard action, a witchwyrd can throw a magic missile (as per the spell of the same name; 1d4+1 force damage) from each free hand or hand that has absorbed a magic missile with the absorb force ability, to a maximum of two missiles per round. The witchwyrd can throw an additional force bolt from each hand that has absorbed a magic missile (maximum of two additional bolts per round), expending the absorbed energy.
Resist Energy (Su) A witchwyrd has resistance 5 to two types of energy (acid, cold, fire, electricity, or sonic) as chosen by the witchwyrd. A witchwyrd can change which types of energy it is resistant to as a full action.