Witchfire Warden
Creature 9 (uncommon) — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
ShadeWeaverAERIALundeadspiritfire
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 resid
Source: abomination-vaults-bestiary (Pre-Remaster)
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
Ref +21
Will +18
HP 125 (void healing)
Immunities bleed, death-effects, disease, fire, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 40 feet
Offense
Melee Witchflame Caress (agile, evil, finesse, magical, unholy) +21, Damage 3d6 fire plus 3d6 void plus Witchflame
Ranged Witchflame Bolt (evil, magical, unholy) +21, range 100 feet, Damage 2d6 fire plus 2d6 void plus Witchflame
Abilities
Coven (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 that has the concentrate trait. 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-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting 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's departure or death 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.
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 that has the concentrate trait. 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-rank Cursed Metamorphosis spell and all the following spells, which the coven can cast at any rank up to 5th: Augury, Charm, Clairaudience, Clairvoyance, Dream Message, Illusory Disguise, Illusory Scene, Scouting 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's departure or death 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.
Opportune Witchflame —
Rejuvenation (divine) — 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.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Witchflame (curse, fire, occult) — Any creature that takes void 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.
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, occult) — The witchfire can't use Witchflame Kindling for 1d4 rounds.
Occult Innate Spells DC 28, attack +20
5th Crushing Despair, Summon Entity (Will-o'-Wisp Only)
4th Phantasmal Killer
2nd Invisibility
1st Illusory Disguise (At Will), Phantom Pain
Cantrips (5th) Dancing Lights, Ghost Sound
Occult Innate Spells DC 28, attack +20
6th Baleful Polymorph, Phantasmal Calamity
5th Illusory Scene, Prying Eye, Summon Entity
4th Clairvoyance, Nightmare, Phantasmal Killer, Talking Corpse
3rd Clairaudience, Dream Message
2nd Augury
1st Charm, Illusory Disguise
WORKS WELL WITH
AnvilAERIALAn Anvil holds enemies inside the Shade's witchflame aura and reactive strike range.
SniperAERIALA Sniper delivers consistent damage while the Shade debuffs enemy saves and accuracy.
PUNISHES
✖ low Will✖ non-magical attacks✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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