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Scarecophagus

Creature 6 (rare) — construct

Pre-Remaster content. May include legacy alignment.

SnareAnvilLANDVERTICALconstruct

Originally created by Gebbite necromancers during the war against Nex, the scarecophagus is an evil construct that draws power directly from the undead mummy trapped forever within its sealed core. This necromantic energy is channeled throughout the construct's body, allowing it to scuttle about on legs of stone, animate tentacles to strike at foes, and use the mummy's trapped mind for its own sapience and magical powers.

Source: outlaws-of-alkenstar-bestiary (Pre-Remaster)

Perception +14; darkvision; magic sense (imprecise) 30 feet
Languages common, necril, osiriani
Skills athletics +15
Str
+5
Dex
+2
Con
+4
Int
-2
Wis
+4
Cha
+2
AC 24 Fort +14 Ref +10 Will +16
HP 100
Immunities mental
Speed 25 feet, climb 25 feet

Offense

Melee Tentacle (agile, magical, reach-10, unarmed) +15, Damage 2d6+7 bludgeoning

Abilities

Magic Sense (Imprecise) 30 feet (magical) — The scarecophagus detects the presence of magic items and spell effects within 30 feet as an imprecise sense.
Despair (aura, divine, emotion, fear, incapacitation, mental) — 30 feet. Living creatures are Frightened 1 while in a scarecophagus' despair aura. They can't naturally recover from this fear while in the emanation but recover instantly once they leave it. When a creature first enters the emanation, it must succeed at a DC 22 Will save (after taking the penalty from being frightened 1) or be Paralyzed for 1 round. The creature is then temporarily immune to this paralysis for 24 hours.
Disgorge Mummy — If a scarecophagus is reduced to 0 Hit Points by any damage other than vitality energy, it cracks open as it's destroyed, allowing the undead mummy trapped for eons within its core to rise. This is a weak Mummy Guardian; if the mummy guardian survives on its own for a month, it loses the weak adjustment. If the scarecophagus is reduced to 0 Hit Points by vitality energy, it cracks open as it's destroyed and the mummy within turns to dust, destroyed as well.
Vulnerable to Vitality Energy — A scarecophagus takes damage from vitality energy as if it were an undead creature.
Sarcophagus (concentrate) — Until the next time it acts, the scarecophagus appears to be a normal stone sarcophagus. It has an automatic result of 34 on Deception checks and DCs to pass as a sarcophagus.
Shifting ScuttleFrequency once per turn

Effect The scarecophagus Steps up to 10 feet.
Arcane Prepared Spells DC 24, attack +16
3rd Fireball, Lightning Bolt, Wall of Wind
2nd Acid Arrow, Dispel Magic (×2)
1st Magic Missile (×2), Ray of Enfeeblement
Cantrips (3rd) Daze, Detect Magic, Electric Arc, Shield, Tanglefoot

WORKS WELL WITH

CrasherLANDSnare imposes persistent fear penalties, lowering AC and saves for the Crasher to exploit with heavy strikes.
FlankerLAND / VERTICALSnare controls approach vectors with reach and aura, letting the Flanker find off-guard angles.
ShadeLANDSnare applies frightened universally, giving the Shade a softened target for exploitation from concealment.
WeaverLAND / VERTICALSnare's fear aura compounds with Weaver control effects, deepening the action-economy pressure.

PUNISHES

✖ low Perception✖ clumping✖ low Will
stacking identical auras wastes control layers
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #179: Cradle of Quartz.

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