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Bright WalkerCreature 9


RareNEMediumIncorporealSpiritUndead
Source Pathfinder #165: Eyes of Empty Death
Perception +19 (greater darkvision)
Languages Caligni
Skills Acrobatics +19, Intimidation +18, Stealth +19
Str -5, Dex +6, Con +0, Int +0, Wis +4, Cha +3

AC 26; Fort +15; Reflex +21; Will +19;
HP 115 (negative healing)
Speed 0 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious
Resistances All 10

Radiant Touch One Action +21 (+17, +13) to hit (agile, finesse, fire, light, magical) 2d8+11 Fire
Radiant Ray One Action +21 (+16, +11) to hit (fire, light, magical, range increment 60) 2d6+11 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.

Negative Healing

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

Bright Release (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 basic reflex save) to creatures within 20 feet.

Creatures who fail this save are also Dazzled for 1 minute (Blinded for 1 minute on a critical failure).

Light Aura (aura, divine, light)

30 feet Aura


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 Aura One Action (concentrate)

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

Landbound

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 Two Actions (divine, evocation, fire, light)

Requirement The bright walker's Light Aura is suppressed


Effect The bright walker reignites their Light Aura with a burst of brightness that deals 5d6 fire damage (DC 25 basic 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 Jump One Action (conjuration, divine, teleportation)

Requirement The bright walker's Light Aura is suppressed


Effect 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.


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.


Traits

Rare

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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.