Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Coven
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.
Ability
Occult Innate Spells
DC 28; 6th summon entity (will-o'-wisp only); 5th crushing despair; 4th invisibility, phantasmal killer; 3rd phantom pain; 2nd illusory disguise (at will); Cantrips (5th) dancing lights, ghost sound
Ability
Opportune Witchflame [Reaction]
Circumstance: Trigger: A creature makes a melee Strike against or touches the w
The witchfire makes a witchflame caress Strike against the triggering creature.
Ability
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.
Ability
Witchflame Kindling
Circumstance: A creature within 30 feet of the witchfire burns with witchflame;
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.
Offense
Melee
Circumstance: combat round (melee)
witchflame caress +21 [+17/+13] (agile, evil, finesse, magical), Damage 3d6 fire plus 3d6 negative and witchflame
Offense
Ranged
Circumstance: combat round (ranged)
witchflame bolt +21 [+16/+11] (evil, magical, range 100 feet), Damage 2d6 fire plus 2d6 negative and witchflame
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
fire
paralyzed
poison
precision
unconscious
Language
Aklo
Common
Necril
Perception
darkvision
Resistance
all 10 (except force
ghost touch
or positive