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    Witchfire

    Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.

    Witchfire CR 9

    XP 6,400
    CE Medium undead (incorporeal)
    Init +10; Senses darkvision 60 ft.; Perception +16

    DEFENSE

    AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
    hp 115 (10d8+70)
    Fort +10, Ref +11, Will +10
    Defensive Abilities incorporeal, witchflame; Immune fire, undead traits

    OFFENSE

    Speed fly 50 ft. (perfect)
    Melee incorporeal touch +13 (8d6 fire plus witchflame)
    Ranged witchflame bolt* +13 (8d6 fire plus witchflame)
    Spell-Like Abilities (CL 9th); concentration +16

    At willdancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)
    1/daysummon (level 4, 2 will-o’-wisps 50%)

    STATISTICS

    Str —, Dex 22, Con —, Int 17, Wis 16, Cha 25
    Base Atk +7; CMB +13; CMD 31
    Feats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility
    Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19
    Languages Auran, Common, Giant
    SQ sound mimicry (animal noises)

    SPECIAL ABILITIES

    Witchflame (Su)

    Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 10 minutes. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell—the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. The save DCs are Charisma-based.

    Witchfire Covens

    Witchfires occasionally join or subjugate existing hag covens. A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/day—blight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20). All abilities function at CL 9th, and save DCs are based on a Charisma score of 16. The use of these abilities functions identically to other coven abilities. Such covens must have at least one living hag, as covens of three witchfires gain no coven-related abilities.


    Editor's Note

    * It is unclear whether witchflame bolt is a touch attack - based on previous versions of this monster, it should indeed be a touch attack.