Scarlet Walker

Level 12
Creature· aberrationRareHugeLegacy
AC 33
HP 225
Speed 30 ft.
Fort +21
Ref +25
Will +21
Perc +23
Size Huge
Rare
aberrationdreamevillawful
Immunities cold
Resistances poison 10
Weaknesses electricity 10
Spells
Languages aklo, diabolic
Senses darkvision
Speeds 30 ft., climb 30 ft.
Skills acrobatics +25, stealth +25, occultism +24, intimidation +23, medicine +23, arcana +22, athletics +22
Recall Knowledge occultism DC 35

Attacks

Melee Claw +24/+19/+14(magical, reach 15 ft., unarmed)
Damage: 3d6+12 piercing + 2d12 bleed
Melee Tentacle +24/+20/+16(agile, magical, reach 15 ft., unarmed)
Damage: 3d8+12 bludgeoning
Effect: paralysis

Abilities

Telepathy 300 feetinteraction(aura, 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 feetinteraction

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

Constant Spellsinteraction

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. Magicdefensive
Blood-Draining Gazedefensive(aura, occult, visual)

20 feet. 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 Breathdefensive

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

Eerie Flexibilityoffensive

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

Paralysisoffensive(incapacitation, 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.

Traits

Evil
Lawful