Scarlet Walker

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

Attacks

Melee Claw +24 (magical, reach 15 ft., unarmed), Damage 3d6+12 piercing plus 2d12 bleed
Melee Tentacle +24 (agile, magical, reach 15 ft., unarmed), Damage 3d8+12 bludgeoning

Abilities

Telepathy 300 feetinteraction
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
+1 Status to All Saves vs. Magic
Blood-Draining Gaze

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 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

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 cumulativel