

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. 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.

Organization solitary or coven (3 witchfires and hags-see “Witchfire Covens”) A bolt of witchflame has a range of 60 feet with no range increment. 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 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).
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The first of the two bridging adventures, Fool's Errand, was released exclusively as a PDF file shortly thereafter (its presentation in this book is it's first print edition. 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. The Witchfire Trilogy was originally published in three seperate volumes in 2001. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19Īny 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. Str -, Dex 22, Con -, Int 17, Wis 16, Cha 25įeats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility Spell-Like Abilities (CL 9th) concentration +16Īt will- dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)ġ/day- summon (level 4, 2 will-o’-wisps 50%)
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Ranged witchflame bolt* +13 (8d6 fire plus witchflame) Melee incorporeal touch +13 (8d6 fire plus witchflame) Perception +16ĪC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)ĭefensive Abilities incorporeal, witchflame Immune fire, undead traits
