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Scarlet Walker

Creature 12 (rare) — aberration, dream

Pre-Remaster content. May include legacy alignment.

WeaverCrasherLANDVERTICALaberrationdream

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

Perception +23; darkvision; bloodsense 60 feet
Languages aklo, diabolic; telepathy 300 feet
Skills acrobatics +25, arcana +22, athletics +22, Blood 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 Ref +25 Will +21 +1 status to all saves vs. magic
HP 225
Immunities cold
Resistances poison 10
Weaknesses electricity 10
Speed 30 feet, climb 30 feet (air walk)

Offense

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

Abilities

Telepathy 300 feet (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 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. 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.
Occult Innate Spells DC 32, attack +24
6th Feeblemind, True Seeing, Vampiric Exsanguination
5th Mind Probe, Sending (×3), Subconscious Suggestion
4th Air Walk (Constant), Confusion (×3)
Cantrips (6th) Daze

WORKS WELL WITH

AnvilLAND / VERTICALAnvil holds enemies within the 20-foot blood-draining gaze and the Weaver's enormous reach.
SniperLAND / VERTICALParalysis from tentacle Strikes immobilizes targets for easy ranged follow-up and critical hits.
FlankerLAND / VERTICALHuge size threatens flanking across a wide area and climb expands that pressure to vertical surfaces.

PUNISHES

✖ clumping✖ stealth✖ low Fortitude✖ cold damage
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 Adventure: Shadows at Sundown.

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