Witchfire Creature (CR +3)

The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires. These ghostly creatures appear much as they did in life, although the grotesque undead energy that births them allows them to appear young and attractive if they wish and wreathes their insubstantial bodies in a powerful aura of sickly green flame, referred to as “witchflame” in local legends.

Creating a Witchfire Creature

“Witchfire” is an acquired template that can be added to any living, intelligent, female creature (referred to hereafter as the base creature). A witchfire uses all the base creature’s statistics and special abilities except as noted here.

CR: +3

Alignment: Changes to any Evil.

Size and Type: The creature’s type changes to undead with the appropriate augmented subtype, plus the incorporeal subtype if the base creature did not already have it. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.

Hit Dice: Change all racial Hit Dice to d8s; its hit points are modified by its Cha modifier rather than its Con modifier.

Armor Class: The base creature’s armor, shield, and natural armor bonuses no longer apply, but the witchfire gains a deflection bonus to armor class equal to its Charisma bonus or +1, whichever is higher.

Speed: A witchfire loses all the base creature’s speeds and gains a fly speed equal to double the base creature’s highest speed, with perfect maneuverability.

Attack: The witchfire loses all the base creature’s natural attacks, and its weapon and armor proficiencies. The witchfire gains a primary incorporeal touch attack and a witchflame bolt (see below). A witchfire uses its primary incorporeal touch attack when making an attack action. Because an incorporeal creature has no Strength score, its Dexterity modifier, rather than its Strength modifier applies to all its attack rolls. Both the witchfire’s incorporeal touch attack and ranged bolt deal a number of d6 damage equal to the witchfire’s challenge rating in fire damage (a CR 9 witchfire deals 9d6) plus its witchflame (see below). A bolt of witchflame has a range of 60 feet with no range increment.

Defenses/Qualities: Channel resistance +4, incorporeal, undead traits; Immune fire

Special Abilities: A witchfire creature retains all the special abilities of the base creature, plus the special abilities as described below:

Command Will o’ Wisp (Su): A witchfire can automatically command all normal will o’ wisps within 30 feet as a free action. This functions as a dominate monster (DC 10 +1/2 the witchfire’s HD + its Cha modifier). Normal will o’ wisps never attack a witchfire unless compelled.

Witchflame (Su): Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a Will save (DC 10 +1/2 the witchfire’s HD + its Cha modifier) or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and gains the sickened condition. While under the effects of the witchflame, the victim also gains vulnerability to fire weakness (taking half again as much damage (+50%) from fire attacks of any sort). This effect persists for 1 minute per HD of the witchfire. 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. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a Will save (same DC) or begin burning with witchflame, even if it would not otherwise harm the witchfire because of its incorporeal nature.

Spell-Like Abilities: A witchfire with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable at will. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher).

HD Spell-like Abilities
1–2 disguise self
3–4 dancing lights
5-6 ghost sound
7-8 ray of enfeeblement
9-10 pyrotechnics
11-12 invisibility
13-14 summon (level 4, 2 will-o’-wisps 50% 1/day)
15-16 non-detection (continuous)
17-18 screen
19-20 energy drain (3/day)

Abilities: Adjust from the base creature as follows: Dex +8 (+4 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +4 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +4 to any of the base creature’s Dexterity-based DCs), Cha +10 (+5 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +5 to any of the base creature’s Charisma-based DCs). As an incorporeal creature, a witchfire lacks a Strength score, and as an undead creature, it has no Constitution score.

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