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Scarlet Walker

Creature 12 (rare) — aberration, dream

Pre-Remaster content. May include legacy alignment.

Source: shadows-at-sundown-bestiary (Pre-Remaster)

Perception +23
Skills acrobatics +25, arcana +22, athletics +22, intimidation +23, medicine +23, occultism +24, stealth +25
Str
+6
Dex
+7
Con
+5
Int
+4
Wis
+5
Cha
+4
AC 33 Fort +21 Ref +25 Will +21
HP 225
Immunities cold
Resistances poison 10
Weaknesses electricity 10
Speed 30 feet, climb 30 feet

Offense

Melee Claw +24, Damage 3d6+12 piercing plus 2d12 bleed
Melee Tentacle +24, Damage 3d8+12 bludgeoning

Abilities

Telepathy 300 feet (aura, magical) — Telepathy
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 — Constant Spells
+1 Status to All Saves vs. Magic
Blood-Draining Gaze (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 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, 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.

Spells

Feeblemind (rank 6)
True Seeing (rank 6)
Vampiric Exsanguination (rank 6)
Mind Probe (rank 5)
Sending (rank 5)
Subconscious Suggestion (rank 5)
Air Walk (Constant) (rank 4)
Confusion (rank 4)
Daze (rank 1)

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