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Witchfire WardenCreature 9


UncommonCEMediumIncorporealSpiritUndead
Source Pathfinder #164: Hands of the Devil
Perception +18 (darkvision)
Languages Aklo, Common, Necril
Skills Acrobatics +17, Deception +19, Intimidation +21, Occultism +18, Stealth +19
Str -5, Dex +6, Con +0, Int +3, Wis +3, Cha +6

AC 28; Fort +15; Reflex +21; Will +18;
HP 125 (negative healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, fire, paralyzed, poison, precision, unconscious
Resistances All 10

Witchflame Caress One Action +21 (+17, +13) to hit (agile, evil, finesse, magical) 3d6 Negative + 3d6 Fire
Witchflame Bolt One Action +21 (+16, +11) to hit (evil, magical, range 100) 2d6 Fire + 2d6 Negative

Darkvision

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.

Coven (divination, mental, occult)

The witchfire adds Nightmare, Phantasmal Killer, Phantasmal Calamity, and Summon Entity to their coven's spells.

A coven can contain one or more witchfires, but it must also include at least one living creature capable of forming a coven; three witchfires cannot form a coven.


This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level Baleful Polymorph spell and all the following spells, which the coven can cast at any level up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Prying Eye, and Talking Corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the Control Weather ritual, with a DC of 23 instead of the standard DC.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Opportune Witchflame Reaction

Trigger A creature makes a melee Strike against or touches the witchfire


Effect The witchfire makes a witchflame caress Strike against the triggering creature.

Rejuvenation (divine, necromancy)

When the witchfire warden is destroyed, and as long as any creatures remain in stasis in this room, she reforms in 1d4 days at the soot-blackened pillar, fully healed.

Witchflame (curse, fire, necromancy, occult)

Any creature that takes negative damage from a witchfire's Strike must attempt a DC 26 will save.


Critical Success The creature is unaffected and is temporarily immune to witchflame for 1 hour.

Success The creature appears to catch fire with sickly green flames. These flames deal no damage on their own, but as long as the flames burn, the creature can't be Concealed (Invisible creatures are Concealed rather than being Undetected) and gains weakness 5 to fire for 1 round.

Failure As success, but the effect is permanent until removed.

Critical Failure As failure, but the creature gains weakness 10 to fire.

Effect: Witchflame (Success)

Effect: Witchflame (Failure)

Effect: Witchflame (Critical Failure)

Witchflame Kindling Two Actions (fire, necromancy, occult)

Requirements A creature within 30 feet of the witchfire burns with witchflame


Effect The witchfire's eyes and mouth glow brightly, and the witchflame on the target creature momentarily burns much hotter, dealing 5d6 fire damage and 5d6 negative damage to that creature (DC 28 basic fortitude save).

The witchfire can't use Witchflame Kindling for 1d4 rounds.


Occult Innate Spells (DC 28, +20 to hit)

Cantrips (5th Level): Dancing Lights, Ghost Sound
1st Level: Illusory Disguise (At Will), Phantom Pain
2nd Level: Invisibility
4th Level: Phantasmal Killer
5th Level: Crushing Despair, Summon Entity (Will-o'-Wisp Only)

Coven Spells (DC 28, +20 to hit)

1st Level: Charm, Illusory Disguise
2nd Level: Augury
3rd Level: Clairaudience, Dream Message
4th Level: Clairvoyance, Nightmare, Phantasmal Killer, Talking Corpse
5th Level: Illusory Scene, Prying Eye, Summon Entity
6th Level: Baleful Polymorph, Phantasmal Calamity

Coven Ritual

8th Level: Control Weather


Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. The body at the center of the flames usually resembles the witch's idealized self-image, regardless of their age and appearance at the time of their death.

A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These regions are often plagued by will-o'-wisps, which seem to have an uncanny relationship with the resident witchfire. A witchfire might visit villages on the edge of their home terrain to lure away villagers, but always attack victims within earshot to make sure that other villagers hear the screams. A witchfire might also ally with other hags or witches and even join their covens, but a witchfire is incapable of forming covens entirely on their own.


Traits

Uncommon

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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.