Witchwyrd

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
hp 68 (8d10+24)
Fort +7, Ref +8, Will +9
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)

Constant—detect magic, floating disk, mage armor, resist energy (one at a time), unseen servant
3/day—dispel magic, displacement, suggestion (DC 18)
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

Environment any land
Organization solitary, entourage (1 witchwyrd and 2–5 humanoid guards), or enclave (2–5 witchwyrds and 11–20 humanoid guards)
Treasure double

Alien merchants that travel between planets and planes, witchwyrds stand 7 feet tall, weigh 300 pounds, and are covered in hairless blue-gray skin. Witchwyrds new to a market or eager to avoid identification during an important business deal fold their second sets of flexible arms behind their backs and dress in robes, the better to pass as a less-infamous humanoid race. Witchwyrds tend to prefer the driest, warmest regions of the areas they visit—perhaps an indicator of their mysterious home world.