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
Coven The witchfire adds
, , , and 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.AC 28; Fort +15, Ref +21, Will +18
HP 125, negative healing; Immunities death effects, disease, fire, paralyzed, poison, precision, unconscious; Resistances all 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Opportune Witchflame Trigger A creature makes a melee Strike against or touches the witchfire; Effect The witchfire makes a witchflame caress Strike against the triggering creature.
Speed fly 40 feet
Melee witchflame caress +21 (agile, evil, finesse, magical), Damage 3d6 fire plus 3d6 negative and witchflame
Ranged witchflame bolt +21 (evil, magical, range 100 feet), Damage 2d6 fire plus 2d6 negative and witchflame
Occult Innate Spells DC 28; 6th
(will-o’-wisp only); 5th ; 4th , ; 3rd ; 2nd (at will); Cantrips (5th) ,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.
Witchflame Kindling (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.
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.
Witchfire
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
, 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.