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Avatar Of Walkena

Creature 17 (rare) — divine, humanoid

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDdivinehumanoidfire

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +29; greater-darkvision; smoke vision
Languages common
Skills acrobatics +29, athletics +34, intimidation +33, religion +28, Walkena Lore +33
Str
+9
Dex
+4
Con
+8
Int
+2
Wis
+3
Cha
+8
Items Spear
AC 40 Fort +31 Ref +25 Will +31
HP 380
Immunities death-effects, disease, drained, fire, paralyzed, unconscious
Resistances physical 10
Weaknesses cold 15
Speed 60 feet

Offense

Melee Holy Spear (magical, reach-20, versatile-fire) +33, Damage 3d12+19 piercing
Melee Fist (agile, finesse, unarmed, versatile-fire) +33, Damage 3d6+19 bludgeoning plus Improved Grab
Ranged Sunfire (fire, magical) +31, range increment 120 feet, Damage 3d8+18 fire

Abilities

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. A creature with greater darkvision can see through even forms of magical darkness.
Constant Spells — A 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 Opportunity
Avatar's Resistance (divine, fortune) —
Frightful Presence (aura, emotion, fear, mental) — 60 feet. 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 Vision — The avatar ignores the Concealed condition from smoke.
Sun's Touch (aura, divine, 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 35 Fortitude save). Creatures remain dazzled until they leave the emanation.
Constrict — 2d4+11 bludgeoning plus 2d8 fire{2d4+11 bludgeoning plus 2d8 fire}, DC 38 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, 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 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, 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 Grab
Divine Innate Spells DC 36, attack +28
8th Prismatic Wall
7th Prismatic Spray
6th Blade Barrier, Fire Seeds
5th Flame Strike
4th Air Walk (Constant), Freedom of Movement
3rd Fireball
2nd Flaming Sphere
1st Command, Harm (×2), Harm, Heal (×2), Heal
Cantrips (8th) Daze, Produce Flame, Shield, Telekinetic Projectile

WORKS WELL WITH

SniperLANDA ranged attacker applies steady pressure from outside this giant's reach and radiant aura without ever entering danger.
SnareLANDA controller locks down a priority target while this divine bruiser's reach and aura punish anyone who tries to close in.
FlankerLANDA mobile skirmisher darts in for hits between this divine bruiser's own attacks, timing around its huge threatened reach.

PUNISHES

✖ clumping✖ low Will✖ low Fort
Avoid stacking with another massive frontline bruiser; redundant space-control and overlapping auras crowd the same role.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #172: Secrets of the Temple-City.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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