

They can only be extinguished early by break enchantment, miracle, remove curse, or wish. 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. These strange flames persist for 10 minutes. In addition, while the flames burn, the creature takes 150% normal damage from fire. These flames deal no additional damage, but any creature affected by this effect glows as if it was the target of a faerie fire spell and is sickened. Witchflame (Su)Īny creature damaged by a witchfire's touch or ranged attack takes 8d6 points of fire damage and must make a DC 19 Will save or be engulfed by an aura of eerie green flames. To slay the beast, the characters must delve into the mysteries of the land. This ability is the equivalent of a 5th-level spell. Defeating the immortal hound will require more than mere blades or even spells.

The will-o'-wisps arrive in 1d6 rounds and serve the witchfire for up to 1 hour. The chance of success increases to 60% if used in a dense woodland area. A hag coven that includes a witchfire gains the following additional coven spell-like abilities: 3/dayblight, create undead, fire storm (DC 21), nightmare (DC 18), waves of exhaustion (DC 20).

Once per day, a witchfire can attempt to summon 1d4+1 will-o'-wisps with a 30% chance of success. Witchfires occasionally join or subjugate existing hag covens (see page 167 of the Pathfinder RPG Bestiary). A witchfire can imitate the sounds of any animal found near its lair.
