Bright Walker

Level 9
Creature· evilRareMediumLegacy
AC 26
HP 115 (void healing)
Speed 0 ft.
Fort +15
Ref +21
Will +19
Perc +19
Size Medium
Rare
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances all 10 (except force, ghost touch, vitality; double vs non magical)
Languages caligni
Senses greater-darkvision
Speeds 0 ft., fly 25 ft.
Skills acrobatics +19, stealth +19, intimidation +18
Recall Knowledge occultism or religion DC 31

Attacks

Melee Radiant Touch +21/+17/+13(agile, finesse, fire, light, magical)
Damage: 2d8+11 fire
Ranged Radiant Ray +21/+16/+11 (range 60 ft.)(fire, light, magical)
Damage: 2d6+11 fire

Abilities

Greater Darkvisioninteraction

A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. A creature with greater darkvision can see through even forms of magical darkness.

Bright Releasedefensive(fire, light)

When a bright walker is reduced to 0 Hit Points, they flash out in a burst of light, obtaining the blazing end they were denied at death. This blaze deals 10d6 fire damage (DC 25 reflex save) to creatures within 20-foot emanation. Creatures who fail this save are also Dazzled for 1 minute (Blinded for 1 minute on a critical failure).

Light Auradefensive(aura, divine, light)

30 feet. The bright walker sheds bright light. Any creature that starts its turn in the aura must attempt at a DC 24 fortitude save. Critical Success The creature is temporarily immune for 24 hours. Success The creature is Dazzled for 1 round. Failure The creature is Blinded for 1 round. Critical Failure The creature is blinded for 1 hour.

Suppress Auradefensive(concentrate)

The bright walker suppresses their light aura for 1 round, reducing it to a faint, ghostly glow of dim light.

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Landboundoffensive

A bright walker can't fly higher than 1 foot above the ground. If they fly higher than this distance, they fall but don't take any damage from falling.

Light Flare◆◆offensive(divine, fire, light)

Requirements The bright walker's Light Aura is suppressed

The bright walker reignites their Light Aura with a burst of brightness that deals 5d6 fire damage (DC 25 reflex save) to creatures within a 20-foot burst. Creatures who are Dazzled or with Light Blindness find this flare particularly painful; such a creature's save result is one degree of success worse than the result it rolled.

Shadow Jumpoffensive(divine, teleportation)

Requirements The bright walker's Light Aura is suppressed

The bright walker teleports to a square it can see within 60 feet that is not in an area of bright light. The bright walker can't use again for 1d4 rounds.

Description

Those who encounter calignis quickly learn that their deaths involve burning out instead of bleeding out. At times, this dramatic immolation is denied to a caligni, so they arise as a bright walker. Tied to caligni society, these creatures don't understand that their glow damages and repels living calignis. Despite their name, these undead don't walk; they instead float a few inches above the ground.