Witchfire
When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them makes them appear young and attractive and wreathes their insubstantial bodies in a powerful aura of sickly green flame, a ghostly fire referred to as “witchflame” in local legends.
Strings of will-o'-wisps are often found in the immediate vicinity of witchfires and are typically led by the undead, leading scholars to speculate that the creatures feed off of a witchfire's flames and fury.
Witchfires occasionally join or subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary). 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.
- HP
- 115 (10d8+70)
- AC
- 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)
- Speed
- fly 50 ft. (perfect)
- Init
- +10
- Melee
- incorporeal touch +13 (8d6 fire plus witchflame)
- Ranged
- witchflame bolt +13 (8d6 fire plus witchflame)
- BAB
- +7
- CMB
- +13
- CMD
- 31
- Fort
- +10
- Ref
- +11
- Will
- +10
- Defensive Abilities
- incorporeal, witchflame
Weapons: Simple
sound mimicry (animal noises)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19
- Type
- Undead
- Alignment
- CE
- Size
- Medium
- Environment
- any swamps or woodlands
- Organization
- solitary or coven (3 witchfires and hags-see below)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +16
- Languages
- Auran, Common, Giant
- Source
- Bestiary 2
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Disguise Self (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Pyrotechnics (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ray Of Enfeeblement (Spell)House/Core — covered by the site's Section 15.
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