NE Medium Fey (Aquatic)Init
darkvision 60 ft., low-light vision
Spot +20, Listen +20Languages
Common, Sylvan, Elven, Draconic, Aquan, Ignan, Terran, Auran, Infernal, Abyssal
47, touch 42, flat-footed 39
(+5 natural, +12 insight, +12 luck)hp
352 (12d10 HD + 144); fast-healing 20 DR
blindness, dazzling, fear, mind-affecting effects (from Ghostly Visage familiar)Resist
cold 10, fire 10; SR
+52[+57]; +2 to resist sleep
, stun, paralysis, poison and disease, +24[+27] to Will to resist fear
90 ft (18 squares); swim 120 ft. (swim +27 untrained)Melee
2 claws +46 melee (1d4+29)
Claws treated as Epic for purposes of overcoming DRSpace
5 ft.; Reach
5 ft.Base Atk
fell frighten, fearful empowermentSpecial Actions
charnel touch, evil eye, grant move action, horrific aura, negative energy burst, rebuke undead, scabrous touch, smite heathen, switch aurasCombat Gear
Belt of the Wide Earth, Broom of Flying, Goggles of the Golden Sun, Periapt of the Sullen Sea, Sea Witch's StaffSpell-Like Abilities
(CL 27th, DC 46+spell level)
At will--detect good, ghost sound, mage armor, mage hand, message prestidigitation, shield, tongues
3/day--blindness/deafness, greater dispel magic, haste, lullaby, major image, minor image, see invisibility, suggestion, ventriloquism
1/day--charm person, confusion, lesser confusion, hallucinatory terrain
1/week--bestow curseDread Necromancer Spellcasting
(CL 11th, DC 46+spell level [+4 for Fear)
2nd--13/day; bane, doom, kelgore's grave mist
Str 29 (+9), Dex 27 (+8), Con 32 (+11), Int 30 (+10), Wis 30 (+10), Cha 50 (+20[+23])SA
awesome beauty, charnel touch, evil eye, exquisite fairness, fear aura, fearful empowerment, greater master of terror, horrific aura, intercession, negative energy burst, rebuke undead, scabrous touch, smite heathenSQ
absorb fear, amphibious, aura of evil, aura of fear, auras, delay fear, divine grace, fast healing 20, fey bloodline, grant move action, hidden faith, mental bastion, reflect fearFeats
Skill Focus (Diplomacy) (B), Unnatural Will (B), Extra Smiting x3 (B), Fearsome and Fearless, Tomb-Tainted Soul, Versatile Spellcaster, Fell Frighten, Landlord, Easy Metamagic (Fell Frighten), Rapid MetamagicSkills
Bluff +48, Concentration +36, Diplomacy +51, Disguise +48, Hide +33, Intimidate +58, Knowledge (Arcana) +35, Knowledge (History) +35, Knowledge (Religion) +35, Sense Motive +35, Spellcraft +35, Swim (untrained) +27, Use Magic Device +40.5Equipment
Broom of Flying- Fly as overland flight
spell for up to 9 hours/day, comes when called
Circlet of Charisma +6
Corset of Resistance +5
Belt of the Wide Earth - Carrying capacity doubled; 2/day trade spell slots for teleport
Goggles of the Golden Sun - Immune to blindness, dazzling; 3/day trade spell slots for fireball
Periapt of the Sullen Sea - Hold breath 12 hours; 2/day trade spell slots for freedom of movement
Heward's Handy Haversack - holds up to 120 lb., but weighs only 5 lb.; all objects stored are easily accessible
Vestment of Many Styles - Transforms into any outfit on command
Ruby Lens in a Gold Loop (Focus for Analyze Dweomer)
Price: 100,000 gp
Body Slot: -- (held)
Caster Level: 14th
Aura: Strong; Abjuration, Conjuration, Divination, Enchantment and Transmutation
Weight: 3 lb.
This twisted, gnarled wooden staff looks surprisingly plain and nondescript, considering its reputed power.
The Sea Witch's Staff allows her to cast any of the following spells by expending a prepared arcane spell or arcane spell slot of the same level of higher.
- analyze dweomer 2/day
- baleful polymorph 3/day
- charm monster 3/day
- phantom steed 2/day
- scrying 2/day
- shrink item 2/day
In addition, the Sea Witch's Staff functions as a +1 eager warning smoking quarterstaff, providing a +7 bonus to initiative while held and, upon command, filling her space with smoke that provides a 20% miss chance from concealment. The staff provides a continuous cloak of dark power effect to its wielder, protecting her from the effects of sunlight and preventing her from suffering the effects of any innate weaknesses to bright or full sunlight while held.
The Sea Witch's Staff informs its wielder of all spellcasting that occurs within 60 feet of her, as well as allowing her to attempt a Spellcraft check (DC 15 + spell level) to identify the spell being cast (even if she can't see its casting or effect. This is a continuous effect and requires no activation.
Once per day, when she succeeds in identifying a spell in this manner, she can activate the staff to counterspell that spell as if with dispel magic, or change the target of the spell to any target within 60 feet of her. If she chooses an illegal target (because of the spell's range limitation or other restrictions), the spell functions normally and the effect is wasted.
Once per day, the staff can cast acorn of far travel, as the spell, upon an acorn that is still attached to a living oak tree. The spell-imbued acorn can last for up to two weeks before fading.
Finally, six times per day, the staff can be used to fill a container with up to 12 ounces of water, fine ale, or wine of any vintage.
Although the Sea Witch is aquatic, she can survive indefinitely on land.Awesome Beauty (Su)
This ability affects all humanoids within 30 feet of the Sea Witch. Those who look directly at her must succeed at a DC 49 Will saving throw or be shaken for 1 minute. A creature that remains in range and continues to look at her must continue to make saving throws against this ability. A successful saving throw while already shaken does not free the creature from the affect of the initial failed save. A failed saving throw while shaken resets the duration of the shaken condition to start from that round. The Sea Witch can suppress or resume this ability as a free action. This is a mind-affecting, fear effect.Daylight Weakness (Su)
When the Sea Witch is exposed to natural sunlight (not merely a daylight spell), she takes a -2 penalty on attack rolls, saving throws, and ability checks, and loses 4 points of Charisma.Evil Eye (Su)
Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 47 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 47 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.Exquisite Fairness (Su)
The sight of the Sea Witch is so enchanting that anyone (other than a hag) who sets eyes upon her must succeed on a DC 47 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the Sea Witch's exquisite fairness for 24 hours. The save DC is Charisma-based.Fey Bloodline (Ex)
The Sea Witch is considered a creature of the fey type when enchantment magic is directed against her. For example, the charm person spell does not affect her, but charm monster affects her normally. The Sea Witch can also activate magical items restricted to fey creatures.Sanctuary-Bound (Su)
The Sea Witch is mystically bound to her island sanctuary, and can never stray beyond that island's shores (about 60 feet into the water from the beaches). When she does so, she becomes ill and must succeed on a DC 12 Will save each hour or permanently lose 1 point each from Strength, Constitution, and Charisma. The DC increases by +1 for each previous failed check.
Charnel Touch (Su)
Negative energy flows through the Sea Witch's body, concentrating in her hands. At will, but no more than once per round, she can make a melee touch attack against a living foe that deals 1d8+14 points of damage. This touch heals undead creatures, restoring 15 hit points per touch. She gains a +13 insight bonus to damage from the Paragon Creature template.
The Sea Witch can use the spectral hand
spell to deliver this attack from a distance.Rebuke Undead (Su)
26 times per day, the Sea Witch can rebuke or command undead creatures by channeling negative energy through her body, as a 20th-level Cleric (she gains a +13 insight bonus to her effective Cleric level from the Paragon Creature template).Negative Energy Burst (Su)
The Sea Witch has the ability to emit a burst of negative energy from her body once per day, harming living creatures within 5 feet of her. This burst deals 7d4 points of damage. A successful DC 49 Will save reduces the damage by half. Undead creatures within this burst are healed the same amount of hit points as the damage she deals to living creatures.Fear Aura (Su)
The Sea Witch radiates a 5-foot-radius fear aura as a free action. Enemies in the aura must succeed on a DC 51 Will save or become shaken. A creature who successfully saves cannot be affected by the Sea Witch's fear aura for 24 hours.Scabrous Touch (Su)
Once per day, the Sea Witch can use her charnel touch to inflict disease on a creature she touches. This ability works like the contagion
spell, inflicting the disease of her choice immediately, with no incubation period, unless the target makes a successful DC 49 Fortitude save. The DC for subsequent saving throws to resist the effects of the disease depends on the disease inflicted.
Activating this class feature is a swift action. The effect lasts until the Sea Witch makes a successful charnel touch attack. The spectral hand
spell can enable her to deliver a scabrous touch attack from a distance.Summon Familiar
The Sea Witch has summoned a Ghostly Visage (Fiend Folio
, page 221) to act as her familiar. It stays melded with her at all times, providing her with constant immunity to mind-affecting effects.
Greater Master of Terror (Ex)
The Sea Witch's fear-based spells are more potent than normal. The save DC of any spell she casts with the fear descriptor increases by 2. This bonus stacks with Spell Focus. Furthermore, the spells bane
are added to her arcane spellcaster list as 2nd-level spells, and her fear spells are so potent that they can even affect individuals normally immune to fear, such as paladins, although the subject still gains a saving throw to resist the spell's effect. Only targets with 28 or more HD are immune to her mastery of terror (this number includes the +13 insight bonus from the Paragon Creature template, applied to the Sea Witch's effective caster level for the purposes of calculating this ability only).Absorb Fear (Su)
Starting at 2nd level, the Sea Witch can turn her own fear, whether natural or mystical in origin, into extra power for her spells. Any time she is exposed to a condition that could make her shaken, all her spells function at +1 caster level; if the condition could make her frightened, they function at +2 caster level; if panicked, they function at +3 caster level. These bonuses last for the duration of the fear effect, or for 23 rounds, whichever is less. These bonuses are treated in all ways as though she had failed the save. In other words, if she is subject to a spell that causes panic on a failed save but only shakens those who make the save, she gains the bonus from being panicked even if she makes the save.
She can, instead of gaining these bonuses, choose to cast a single extra spell; this casting does not use up a spell slot. She must make this choice the instant she is subjected to the fear effect, and once she has made her choice, she must cast the spell within 23 rounds. She can cast an additional cantrip if shaken (she knows no cantrips), an additional 1st-level spell if frightened, or an additional 2nd-level spell if panicked.
If she is subject to a second fear effect while still enjoying the effects of the first--either the granted benefits or holding the extra spell--she must decide whether to keep the original effect or replace it with the new one; she cannot benefit frommore then one fear effect at a time.Fearful Empowerment (Su)
Twice per day, the Sea Witch can add the fear descriptor to any spell she cast that has some sort of visual manifestation. For example, she could apply it to a fireball
or a summon monster
spell, but not to charm person
, since that spell does not directly create any visual effect. Creatures targeted by a spell modified by fearful empowerment must make a DC 55 Will save or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. The save DC bonuses from greater master of terror apply to this spell.Delay Fear (Su)
The Sea Witch can choose to delay the onset of any fear effect she imposes on someone else, such as by casting a cause fear
spell, by up to 23 minutes. She must determine the onset time when casting the spell, and cannot later change her mind.
Similarly, she can delay fear effects affecting her. If she fails her save against a fear effect, she can delay its onset up to 23 rounds. She still gains the advantages granted by the absorb fear class feature, even when delaying the negative effects. She can invoke this version of delay feat twice per day.Horrific Aura (Su)
The Sea Witch radiates an aura of terror. Creatures with 6 or fewer HD must succeed on a DC 53 Will save or remain shaken as long as they are within 10 feet of her. A creature who successfully saves is immune to her horrific aura for 24 hours. Creatures of greater than 6 HD are unaffected.
Twenty times per day, she can channel this aura into a potent touch attack. Creatures struck by this horrific touch attack who fail their Will save are panicked for 1d4+1 rounds; creatures who succeed on their save are shaken for 1 round. This touch attack, unlike the standard aura, functions against creatures of any HD and can even affect individuals normally immune to fear.Reflective Fear (Su)
Any fear effect against which the Sea Witch successfully saves is immediately targeted back against the source. She still gains the benefits of absorb fear. If the source of the fear effect fails its save, everyone else who might have been subject to the fear effect immediately gains a second saving throw to shake off the effects, as they observe the object of their fear itself grow terrified.
Aura of Evil
The Sea Witch radiates an aura of evil as a 12th-level cleric.Smite Heathen (Su)
Nine times per day, the Sea Witch can smite all creatures with the ability to cast divine spells (including potential ability, such as a paladin or ranger who have yet to progress to a level that allows spellcasting), with the exception of those who worship the Queen of Air and Darkness. Smiting a target requires a normal melee attack. The Sea Witch adds her Charisma bonus to her attack roll and deals 25 extra points of damage. If the Sea Witch accidentally smites a target that is inappropriate, the smite attack has no effect, but the ability is still used up for that day.Auras (Ex)
The Sea Witch exerts an effect on allies in her vicinity. She may project one minor aura and one major aura at a time.
Projecting an aura is a swift action. The aura remains in effect until the Sea Witch uses a free action to dismiss is or activates another aura of the same kind (major or minor).
Unless otherwise noted, the Sea Witch's aura affects all allies within 60 feet (including herself) who can hear her. An ally must have an Intelligence score of 3 or higher and be able to understand the Sea Witch's language to gain the bonus. Her aura is dismissed if she is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by her allies. Minor Auras
A minor aura lets allies add the Sea Witch's Charisma bonus to certain rolls. Demand Fortitude
Bonus on Fortitude saves Determined Caster
Bonus on rolls to overcome spell resistance Motivate Charisma
Bonus on Charisma checks and Charisma-based skill checks Motivate Dexterity
Bonus on Dexterity checks and Dexterity-based skill checks Motivate Intelligence
Bonus on Intelligence checks and Intelligence-based skill checks Motivate Wisdom
Bonus on Wisdom checks and Wisdom-based skill checks Major Auras
A major aura lets allies add +2 to certain rolls. Motivate Attack
Bonus on melee attack rolls. Motivate Urgency
Allies' base land speed is increased by 10 feet. Resilient Troops
Bonus on all saves.Divine Grace (Su)
The Sea Witch gains a bonus equal to her Charisma modifier on all saving throws.Hidden Faith (Su)
The Sea Witch's worship of the Queen of Air and Darkness is supernaturally hidden. She gains a +4 profane bonus to all Bluff, Disguise, and Forgery checks to maintain this deception, and any magical attempt to discern her actual faith fails unless the caster makes a DC 22 level check.Aura of Fear (Su)
The Sea Witch exudes an almost palpable aura of menace and evil. Each enemy within 10 feet of her suffers a -4 morale penalty on saving throws against fear effects. The Sea Witch herself is deadened to the emotion of fear, and is immune to all fear effects. This ability functions while she is conscious, but not if she is unconscious or dead. The Sea Witch can suppress or activate this aura as a free action.Intercession (Su)
The Sea Witch has the supernatural ability to cut divine spellcasters off from their source of power, 26 times per day. To do so, she makes a turning check as a 22nd-level cleric (this number includes the +13 insight bonus from the Paragon Creature template). The result indicates the highest-level divine spellcaster the Sea Witch can cut off from their connection to their deity. The turning damage result indicates the maximum total Hit Dice of divine spellcasters within 60 feet the ability can affect. The Sea Witch's intercession affects the closest divine spellcasters it can affect first. Affected divine spellcasters cannot cast divine spells for 1 minute, except if the Sea Witch has twice as many hit dice as the creature has divine spellcaster levels; in this case, the divine spellcaster loses loses the ability to case divine spells for 24 hours. If the Sea Witch attacks an affected divine spellcaster in any way, or the affected spellcaster receives an atonement
spell, the divine spellcaster is freed from this effect. The Sea Witch's allies and other creatures can attack the divine spellcaster without breaking the effect.Grant Move Action (Ex)
Once per day, as a standard action, the Sea Witch may grant an extra move action to any or all of her allies within 30 feet (but not to herself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does nor affect the allies' initiative count; the round continues normally after the Sea Witch's turn is over.Fiendish Familiar (Su)
The Sea Witch has the Improved Familiar feat as a bonus feat, even though she normally couldn't qualify for this feat's prerequisites. Her second familiar is an Imp, and has full benefits as normal for a familiar with a 12th-level master.
The Sea Witch's Court
A fey oasis on a desert island, the Sea Witch's Court is a wondrous place to behold, a meeting of lush green vegetation and brilliant white sand, of marble columns and cloth tents, of open air pavilions and pools of fresh, cool water that ripple and shimmer in the moonlight. It is a place that appears with the setting of the sun and disappears with the morning's first light, and a place that spends half the time in shadow and the other half in the perpetual twilight of the Fey Realms.
Where normal strongholds might utilize solid wooden benches and finely-carved oaken furniture, the Sea Witch's court follows a more informal aesthetic. Plush carpets, soft cushions and pillows are the name of the game here, with the occasional table or shelf to lay items upon. Lighting is provided by a series of everburning torches and magical campfires dotted around the area seemingly at random, with many dark little nooks and shadowy alcoves in which mischievous individuals might hide, and the walls consist largely of cloth partitions strung up between marble columns, with the occasional full tent erected to provide a space to fulfill some basic need. The floors, such as they are, are mostly white sand, the natural terrain of the island, with the occasional patch of carved and polished marble appearing as one draws closer to the baths.
The centerpiece of the Sea Witch's Court is a massive pavilion that doubles as Throne Room and Dining Hall, richly appointed with great divans, soft cushions, many pillows and torches and even a magical dining table that seats twelve and automatically casts purify food and drink
upon any meal placed upon its surface. A continuous unseen servant
effect is built directly into the architecture here, and two invisible attendants are available at all times to see to the need of any guests.
Adjoining this grand pavilion is a large tent put in place to serve as a kitchen, lined with several shelves of cutlery, dishes, silverware, cooking implements, and containing a magical field provisions box
that can produce enough food and drink each day to feed fifteen people. Another unseen servant
runs this kitchen and, with the aid of the provisions box
, is able to produce simple, yet tasty and filling meals consisting mainly of smoked meats, fruit, vegetables, seafood and rice.
Fitting the twelve seats at the table of freshness
in the dining area, there are twelve bedrooms set aside for guests, private tents grouped together at the quieter end of the Court. Each one is as richly-appointed as the grand pavilion, with the beds specially-enchanted to provide the benefits of a magic bedroll
to whoever sleeps in them, keeping the guests comfortable with an endure elements
effect as they sleep.
The rest of the Court is taken up with a variety of open-air spaces, Courtyards with varied decorations, lush greenery next to still reflecting pools, two central fountains that feed water into two equally-massive bathing areas, assorted tents dotted about in which guests might rest or gain some privacy, and so on... Both of the Baths are kept clean by their own personal unseen servant
, and the large clusters of tents grouped by each are intended for use as a changing area, though the Baths themselves are not partitioned by anything, and are instead completely open to view at all times.
Finally, in one of the darker, more remote areas of the Sea Witch's Court, there is a tent made of black cloth which completely dampens the flickering light of the torches that burn away inside of it. Filled with bizarre contraptions, marble pillars jutting up from the sand with velvet-lined handcuffs shackled to them, and row after row of exotic implements lined up along the sides of the tent, this area appears quite well-equipped to serve as a Torture Chamber, if need be... Or as a Sex Dungeon. That's also a possibility.
Basic Throne Room and Dining Hall
- Continuous Unseen Servant attendants, x2
- Table of Freshness
- Continuous Unseen Servant attendant
- Field Provisions Box
Fancy Bedrooms, x6 (accomodates 12)
- Magic Bedroll, x12
Fancy Courtyard x2 and Bath x4
- Continuous Unseen Servant attendants, x2
Everburning Torches and Campfires x100 (lighting)
Outer Plane-Linked (The Fey Realms)