Bright Walker
Creature 9 (rare) — incorporeal, spirit, undead, unholy
Pre-Remaster content. May include legacy alignment.
WeaverSniperAERIALLANDundeadspiritfire
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; 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
Ref +21
Will +19
HP 115 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, vitality) 10
Speed 0 feet, fly 25 feet (landbound)
Offense
Melee Radiant Touch (agile, finesse, fire, light, magical) +21, Damage 2d8+11 fire
Ranged Radiant Ray (fire, light, magical) +21, range increment 60 feet, Damage 2d6+11 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.
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).
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.
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 — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
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.
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.
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.
WORKS WELL WITH
AnvilAERIAL / LANDAn Anvil holds enemies inside the Light Aura's radius, ensuring the Fortitude save pressures them each turn while the Bright Walker teleports and delivers burst damage.
CrasherAERIAL / LANDThe Crasher capitalizes on softened and disoriented foes while the Weaver's repositioning creates flanks and openings the Crasher exploits.
ShadeAERIAL / LANDThe Shade exploits the chaos from teleportation and area-denial bursts to strike from concealment while attention is divided.
PUNISHES
✖ clumping✖ low Fortitude saves
stacking multiple Weavers dilutes area-control pressure on the party
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Bright Walker in the encounter builder — free, no install.
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