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Avatar Of Walkena

This creature did not include a description.

Recall Knowledge - Humanoid (Society): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Avatar Of WalkenaCreature 17

Legacy Content

Rare LE Huge Divine Humanoid 
Source Pathfinder #172: Secrets of the Temple City pg. 60
Perception +12; greater darkvision, smoke vision
Languages Common
Skills Acrobatics +12, Athletics +17, Intimidation +16, Religion +11, Walkena Lore +16
Str +9, Dex +4, Con +8, Int +2, Wis +3, Cha +8
Items spear
AC 23; Fort +14, Ref +8, Will +14
HP 380; Immunities death effects, disease, drained, fire, paralyzed, unconscious; Resistances physical 10; Weaknesses cold 15
Attack of Opportunity [reaction] Avatar's Resistance [reaction] (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, DC 21Smoke Vision The avatar ignores the concealed condition from smoke.Sun's Touch (aura, divine, evocation, fire, light) 10 feet. 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 18 basic Fortitude save). Creatures remain dazzled until they leave the emanation.
Speed 60 feet, air walk
Melee [one-action] holy spear +16 [+11/+6] (magical, reach 20 feet, versatile fire), Damage 3d12+19 piercingMelee [one-action] fist +16 [+12/+8] (agile, finesse, unarmed, versatile fire), Damage 3d6+19 bludgeoning plus Improved GrabRanged [one-action] sunfire +14 [+9/+4] (fire, magical, range increment 120 feet), Damage 3d8+18 fireDivine Innate Spells DC 19, attack +11; 8th blade barrier, fire seeds, prismatic wall; 7th fireball, harm, heal, prismatic spray; 6th flame strike, flaming sphere, freedom of movement; 5th command, harm, heal; Cantrips (8th) daze, produce flame, shield, telekinetic projectile; Constant (4th) air walk
Constrict [one-action] 2d4+11 bludgeoning plus 2d8 fire, DC 21Pull Down the Sun [three-actions] (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 21 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 [two-actions] (divine, evocation, light) The avatar intensifies its light. All creatures within 30 feet must attempt a DC 21 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.