Witchfire
Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground.
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) At will—dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 18), ray of enfeeblement (DC 18) 1/day—summon (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 +22, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +11, Stealth +19
SQ: sound mimicry (animal noises)
Languages: Auran, Common, Giant
Ecology
Environment: any swamps or woodlands
Organization: solitary or coven (3 witchfires and hags—see below)
Treasure: standard
Description
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. The save DCs are Charisma-based. 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.
Witchfire Covens 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.
5303 0 nimbus around that hand (which is no longer considered free). The energy lasts 6 rounds or until it is used to create a force bolt. To use this ability, the witchwyrd must be aware of the incoming magic missile and cannot be flat-footed.
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round). 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.
