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Scarlet WalkerCreature 12


RareLEHugeAberrationDream
Source Pathfinder Adventure: Shadows at Sundown
Perception +23 (bloodsense 60 feet, darkvision)
Languages Aklo, Infernal, Telepathy 300 Feet
Skills Acrobatics +25, Arcana +22, Athletics +22, Lore +26, Intimidation +23, Medicine +23, Occultism +24, Stealth +25
Str +6, Dex +7, Con +5, Int +4, Wis +5, Cha +4

AC 33; Fort +21; Reflex +25; Will +21; +1 status to all saves vs. magic
HP 225
Speed 30 feet (climb 30 feet)
Immunities cold
Weaknesses Electricity 10
Resistances Poison 10

Claw One Action +24 (+19, +14) to hit (magical, reach 15) 3d6+12 Piercing
Tentacle One Action +24 (+20, +16) to hit (agile, magical, reach 15) 3d8+12 Bludgeoning

Telepathy 300 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Bloodsense 60 feet

The scarlet walker can sense living creatures with blood in their veins, as well as undead that feed on blood (such as vampires).

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.

+1 Status to All Saves vs. MagicBlood-Draining Gaze (aura, necromancy, occult, visual)

20-foot emanation Aura

When a living, non-scarlet walker creature ends its turn in the aura, it must attempt a DC 29 fortitude save to prevent thin streams of blood from streaming from its eyes and into the eyeless pits in the scarlet walker's face. On a failed save, the victim becomes Drained 1 (Drained 2 on a critical failure) and Sickened 1 from the pain.

No Breath

The scarlet walker doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).

Eerie Flexibility

The scarlet walker can fit through tight spaces as if it were a Medium creature. While Squeezing, it can move at its full Speed.

Paralysis (incapacitation, necromancy, occult)

Any living, non-scarlet walker creature hit by a scarlet walker's tentacle Strike must attempt a DC 29 fortitude save.


Critical Success The creature is unaffected.

Success The creature is Slowed 1 for 1 round.

Failure The creature is Paralyzed for 1 round, and is then slowed 1 for 1 round after recovering.

Critical Failure As failure, but the paralysis doesn't automatically end after 1 round. The creature can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.


Note: A DC was not provided for this ability by Paizo. The DC present here is a moderate DC for the creature level according to the Gamemastery Guide creature building Tables.


Occult Innate Spells (DC 32, +24 to hit)

Cantrips (6th Level): Daze
4th Level: Air Walk (Constant), Confusion
5th Level: Mind Probe, Sending, Subconscious Suggestion
6th Level: Feeblemind, True Seeing, Vampiric Exsanguination



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.