Avatar Of WalkenaCreature 17
Source Pathfinder #172: Secrets of the Temple-City
Perception +29 (greater darkvision, smoke vision)
Languages Common
Skills Acrobatics +29, Athletics +34, Intimidation +33, Religion +28, Lore +33
Str +9, Dex +4, Con +8, Int +2, Wis +3, Cha +8
AC 40; Fort +31; Reflex +25; Will +31;
HP 380
Speed 60 feet
Immunities death effects, disease, drained, fire, paralyzed, unconscious
Weaknesses Cold 15
Resistances Physical 10
Holy Spear +33 (+28, +23) to hit (magical, reach 20, versatile fire) 3d12+19 Piercing
Fist +33 (+29, +25) to hit (agile, finesse, unarmed, versatile fire) 3d6+19 Bludgeoning
Sunfire +31 (+26, +21) to hit (fire, magical, range increment 120) 3d8+18 Fire
Greater Darkvision
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. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Avatar's Resistance (abjuration, divine, fortune)Trigger The avatar fails or critically fails a saving throw Frequency once per minute
Effect Walkena's will attempts to undo his avatar's fate. The avatar rerolls the saving throw and takes the better result.
Frightful Presence (aura, emotion, fear, mental)60 feet Aura, DC 38 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Smoke VisionThe avatar ignores the Concealed condition from smoke.
Sun's Touch (aura, divine, evocation, fire, light)10 feet Aura
The avatar of Walkena radiates with an intense light. Creatures that enter or begin their turn in the emanation are Dazzled and take 3d8 fire damage (DC 35 basic fortitude save). Creatures remain dazzled until they leave the emanation.
Constrict2d4+11 bludgeoning plus 2d8 fire, DC 38 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Pull Down the Sun (divine, evocation, fire, light)The avatar of Walkena plucks a small drop of sunlight from the sky and rains down sunfire on the battlefield. The avatar selects a 20-foot burst within 90 feet. Sunfire rains down in the area, dealing 12d8 fire damage (DC 38 basic reflex save) to all creatures that enter or begin their turn in the area. The power of the sun restores the avatar; it instead recovers an equal number of Hit Points while in the area. The sunfire continues to rain until the end of the avatar's next turn. The avatar can't use Pull Down the Sun again for 1d4 rounds.
Radiate Glory (divine, evocation, light)The avatar intensifies its light. All creatures within 30 feet must attempt a DC 38 fortitude save. The avatar can't use Radiate Glory again for 1d4 rounds. During this time, the avatar's Sun Touch no longer dazzles creatures.
Critical Success The creature is unaffected and becomes 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 minute.
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Divine Innate Spells (DC 36, +28 to hit)
Cantrips (9th Level): Daze, Produce Flame, Shield, Telekinetic Projectile
1st Level: Command, Harm (2x), Heal (2x)
2nd Level: Flaming Sphere
3rd Level: Fireball
4th Level: Air Walk (Constant), Freedom of Movement
5th Level: Flame Strike
6th Level: Blade Barrier, Fire Seeds
7th Level: Prismatic Spray
8th Level: Prismatic Wall
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
DivineThis magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.