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Corrupted Wildfire (3-4)Creature 3

Source Pathfinder Society Scenario #2-14: Lost in Flames
Perception +7 (darkvision, smoke vision)
Languages Abyssal, Ignan
Skills Acrobatics +10
Str +3, Dex +4, Con +4, Int -2, Wis +3, Cha -2

AC 18; Fort +12; Reflex +9; Will +8;
HP 51
Speed 50 feet
Immunities paralyzed, bleed, fire, poison, sleep
Weaknesses Cold 4

Fist One Action +12 (+8, +4) to hit (agile, finesse) 1d6+6 Fire
Flaming Sap One Action +12 (+7, +2) to hit (range increment 30) 1d6+3 Fire


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Smoke Vision

The corrupted wildfire ignores the Concealed condition from smoke.

Acrid Cloud Two Actions (poison, evocation, primal)

The burning sap that makes up the corrupted wildfire's body sputters and pops, ejecting a cloud of acrid that smoke in a 10-foot emanation that lasts for 1 round.

This smoke provides concealment to all creatures within, and deals 1d6 poison damage to any creature that enters or begins its turn in the cloud (DC 20 basic fortitude).

A creature that fails is also Sickened 1 (or Sickened 2 on a critical failure).

Filthy Burn

When the corrupted wildfire successfully strikes a creature with an attack that deals persistent fire damage, the target becomes Sickened 1 (Sickened 2 on a critical hit). This condition cannot be reduced below 1 while the creature is subject to the persistent fire damage from the attack, and ends automatically when the persistent fire ends.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.


Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.