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From Pathfinder #172: Secrets of the Temple-City, which isn't enabled.

Avatar Of Walkena

CREATURE 17
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
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.


AC 40; Fort +31, Ref +25, Will +31
HP 380; Immunities death effects, disease, drained, fire, paralyzed, unconscious; Weaknesses cold 15; Resistances physical 10
Attack of Opportunity

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Avatar's Resistance (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 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 basic Fortitude save). Creatures remain dazzled until they leave the emanation.


Speed 60 feet
Melee Holy Spear +33 (magical, reach 20, versatile fire), Damage 3d12+19 piercing
Melee Fist +33 (agile, finesse, unarmed, versatile fire), Damage 3d6+19 bludgeoning plus Improved Grab
Ranged Sunfire +31 (fire, magical, range increment 120 feet), Damage 3d8+18 fire
Divine Innate Spells DC 36, attack +28; 8th Prismatic Wall, Blade Barrier, Fire Seeds; 7th Prismatic Spray, Fireball, Harm, Heal; 6th Flame Strike, Freedom of Movement, Flaming Sphere; 5th Command, Harm, Heal; Cantrips (9th) Daze, Produce Flame, Shield, Telekinetic Projectile; Constant (4th) Air Walk
Constrict

2d4+11 bludgeoning plus 2d8 fire, DC 38 basic 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 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 (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

Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained

Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Pathfinder #172: Secrets of the Temple-CityOGL