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Bright Walker

Creature 9 (rare) — incorporeal, spirit, undead, unholy

Pre-Remaster content. May include legacy alignment.

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.

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +19
Skills acrobatics +19, intimidation +18, stealth +19
Str
-5
Dex
+6
Con
+0
Int
+0
Wis
+4
Cha
+3
AC 26 Fort +15 Ref +21 Will +19
HP 115
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 25 feet

Offense

Melee Radiant Touch +21, Damage 2d8+11 fire
Ranged Radiant Ray +21, Damage 2d6+11 fire

Abilities

Greater Darkvision — Greater Darkvision
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 Reflex save) to creatures within 20-foot emanation{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 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 (concentrate) — The bright walker suppresses their light aura for 1 round, reducing it to a faint, ghostly glow of dim light.
Void Healing — Negative Healing
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 (divine, 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 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 (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.

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