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Bright Walker

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.

Recall Knowledge - Spirit (Occultism): DC 31
Recall Knowledge - Undead (Religion): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Bright WalkerCreature 9

Legacy Content

Rare NE Medium Incorporeal Spirit Undead 
Source Pathfinder #165: Eyes of Empty Death pg. 78
Perception +10; greater darkvision
Languages Caligni
Skills Acrobatics +10, Intimidation +9, Stealth +10
Str -5, Dex +6, Con +0, Int +0, Wis +4, Cha +3
AC 17; Fort +6, Ref +12, Will +10
HP 115 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except for force, ghost touch, or positive; double resistance vs. non-magical).
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 16 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. The bright walker sheds bright light. Any creature that starts its turn in the aura must attempt at a DC 15 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.
Speed fly 25 feet; landbound
Melee [one-action] radiant touch +12 [+8/+4] (agile, finesse, fire, light, magical), Damage 2d8+11 fireRanged [one-action] radiant ray +12 [+7/+2] (fire, light, magical, range increment 60 feet), Damage 2d6+11 fireLandbound 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 16 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 Shadow Jump again for 1d4 rounds.

Sidebar - Additional Lore Bright Walker Formations

Most calignis assume that bright walkers arise at the whims of their malign and capricious demigods, the Forsaken, but as the Forsaken are denied the souls of these undead, some other unknown force must be involved.