Dark Witch (Human Witch 12)

Dark Witch CR 11

XP 19,200
Female human witch 12
CE Medium humanoid (human)
Init +4; Senses darkvision 60 ft., see invisibility; Perception +10

DEFENSE

AC 25, touch 18, flat-footed 20 (+4 armor, +3 deflection, +4 Dex, +1 dodge, +3 natural)
hp 131 (12d6+87)
Fort +12, Ref +12, Will +15

OFFENSE

Speed 30 ft.
Melee +1 dagger +6/+1 (1d4/19–20)
Ranged +1 dagger +11/+6 (1d4/19–20)
Special Attacks hexes (cauldron, charm [2 steps, 6 rounds], coven, evil eye [–4, 9 rounds], misfortune [2 rounds], retribution [6 rounds], waxen image [6 uses/image])
Witch Spells Prepared (CL 12th; concentration +18)

6thcloak of dreams (DC 23), mass suggestion (DC 23), unwilling shield (DC 22)
5thbaleful polymorph (DC 21), cure critical wounds, mass pain strike (DC 21), mind fog (DC 22)
4thcharm monster (DC 21), confusion (DC 21), dimension door, poison (DC 20)
3rdblink, dispel magic, extended false life, lightning bolt
(DC 19), suggestion (DC 20)
2ndcure moderate wounds, hold person (DC 19), invisibility, extended mage armor, vomit swarm, web (DC 18)
1stburning hands (DC 17), charm person (DC 18), command (DC 18), ill omen, ray of enfeeblement (DC 17), unseen servant
0 (at will)daze (DC 17), detect magic, message, read magic
Patron Deception

TACTICS

Before Combat She casts extended false life and extended mage armor every day, and casts poison into her witching gown (activating its spite effect). She also drinks a potion of bear’s endurance before combat.

During Combat She casts cloak of dreams on the first round of combat. While her guards deal with intruders, She prepares a waxen image of the PCs’ most dangerous-looking warrior, making that character run through the window by the fireplace and fall to the ground 20 feet below. Thereafter, she attacks enemies with mass pain strike, confusion, mind fog, mass suggestion, or lightning bolt. Once anyone closes with her in melee, She casts blink and unwilling shield, then targets her opponent with ill omen followed by baleful polymorph or charm monster.

Morale If reduced to 65 hit points or fewer, She smashes her elemental gem to summon a Large air elemental with which to occupy the PCs while she flies to the ceiling or out a window to heal herself. She returns to the battle until she reaches 30 hit points or fewer, at which point she casts dimension door to join her coven.

STATISTICS

Str 8, Dex 18, Con 18, Int 23, Wis 12, Cha 10
Base Atk +6; CMB +5; CMD 23
Feats Brew Potion, Combat Casting, Craft Wondrous Item, Dodge, Extend Spell, Iron Will, Spell Focus (enchantment), Toughness
Skills Bluff +10, Craft (alchemy) +25, Diplomacy +10, Fly +19, Intimidate +19, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (nature) +21, Knowledge (planes) +21, Perception +10, Spellcraft +21, Stealth +10, Use Magic Device +15
Languages Abyssal, Aklo, Common, Draconic, Giant, Sylvan, +1 additional
SQ exceptional resources, permanent spells, witch’s familiar (bat [stores all prepared spells and patron spells, plus beguiling gift, glyph of warding, spite, summon monster V, and additional spells of your choice])
Combat Gear elemental gem (air), potions of bear’s endurance (2), potions of cure moderate wounds (2); Other Gear +1 dagger, amulet of natural armor +3, belt of incredible dexterity +4, broom of flying, headband of vast intelligence +4 (Knowledge [history] and [planes]), ring of protection +3, witching gown (contains poison), alchemist’s lab, spell component pouch, 723 gp

SPECIAL ABILITIES

Exceptional Resources (Ex)

She inherited a great many magical resources from her mentor, giving her the wealth of a PC rather than an NPC. This equipment increases her CR by 1.

Permanent Spells (Ex)

She benefits from the following permanent spells cast on herself: darkvision, see invisibility, and telepathic bond (with Oothi).

Section 15: Copyright Notice

Pathfinder Adventure Path #47: Ashes at Dawn. © 2011, Paizo Publishing, LLC; Author: Neil Spicer.

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