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Orc, Orc Witch Doctor

Orc Witch Doctor CR 8

Source Monster Codex pg. 171
XP 4,800
Orc witch (scarred witch doctor) 9 (Pathfinder RPG Advanced Player’s Guide 42, Pathfinder RPG Advanced Race Guide 140)
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +10


AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 94 (9d6+60)
Fort +7, Ref +6, Will +10; +2 vs. pain
Defensive Abilities ferocity
Weaknesses light sensitivity


Speed 30 ft.
Melee mwk dagger +6 (1d4+1/19–20)
Ranged sling +6 (1d4+1)
Special Attacks hexes (blight [90 feet], cackle, evil eye [–4, 4 rounds], misfortune [2 rounds], slumber [9 rounds])
Witch Spells Prepared (CL 9th; concentration +10)
5th—cloudkill (DC 16)
4th—enervation, shout (DC 15)
3rd—fly, lightning bolt (DC 14), pain strikeAPG (DC 14), screechAPG (DC 14)
2nd—blindness/deafness (DC 13), blood blazeARG, false life, sentry skullARG, touch of idiocy
1st—burning hands (DC 12), chill touch (DC 12), enlarge person (DC 12), mage armor, ray of enfeeblement (DC 12)
0 (at will)—arcane mark, detect magic, read magic, sparkAPG
Patron vengeanceUM


Before Combat The witch doctor casts false life and mage armor on herself before combat.
During Combat Before enemies reach the orcs, the witch doctor casts cloudkill in their midst. She then casts fly on herself so she can cast additional spells and uses hexes from above her enemies’ melee reach. The witch doctor typically spends a couple of rounds weakening her strongest foes using enervation and ray of exhaustion, then begins blasting with evocation spells.
Base Statistics Without false life and mage armor, the witch doctor’s statistics are AC 13, touch 13, flat-footed 11; hp 79.


Str 12, Dex 14, Con 16, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +5; CMD 18
Feats Accursed HexAPG, Combat Casting, Extra HexAPG, Iron Will, Toughness
Skills Heal +7, Intimidate +12, Perception +10, Spellcraft +13
Languages Common, Orc
SQ constitution dependent, fetish mask, hex scar, scarshield (+4, 9 min./day), weapon familiarity
Combat Gear potion of cure serious wounds, wand of ray of exhaustion (4 charges); Other Gear mwk dagger, sling with 20 stones, belt of incredible dexterity +2, bracers of armor +1, cloak of resistance +1, ring of protection +1, 98 gp


Environment temperate hills, mountains, or underground


This witch doctor scars herself to get spells from her patron, a common practice among orc witches but one that’s rarely practiced by non-orcs. The witch doctor draws her power from the enduring pain of these ritualistic scars, which also give her some measure of physical protection.

The ferocious fetish mask she wears is carved from wood and is adorned with grisly remnants of people and animals, typically blood and gristle. Most witch doctors wear their masks anytime they perform magic or interact with other orcs, but some prefer to wear them only when going into battle or communing with their patrons through the masks to prepare spells.

Because most orc tribes hold divine magic in high regard, many witch doctors learn to practice a small amount of divine magic in addition to their arcane magic—or at least pretend their spells come from the gods. Feuds between mystics and witch doctors create conf lict within many tribes, and most orcs side with the mystics. Often, these feuds turn into duels for supremacy.

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