| Scarlet WalkerThis crimson horror walks upon six long, thin legs. Its face is
 neither that of a skull nor spider, but some horrid mix of the two.Scarlet Walker CR 12Source Rise of the Runelords Anniversary Edition pg. 414XP 19,200
 LE Huge outsider (evil, extraplanar, lawful)
 Init +9; Senses bloodsense, darkvision 60 ft., detect thoughts;
 Perception +24
 DefenseAC 28, touch 18, flat-footed 18 (+9 Dex, +1 dodge, +10 natural,
 –2 size)hp 168 (16d10+80); fast healing 10
 Fort +10, Ref +19, Will +15
 Defensive Abilities evasion; Immune acid, cold, poison; SR 23
 Weaknesses vulnerable to electricity
 OffenseSpeed 40 ft., climb 40 ft.Melee 2 claws +23 (2d6+7/19–20 plus bleed), tentacles +18
 (4d6+3 plus bleed and paralysis)
 Space 15 ft., Reach 30 ft.
 Special Attacks bleed (1d6), blood-draining gaze, paralysis
 (1d4 rounds, DC 23)
 Spell-Like Abilities (CL 12th; concentration +17)
 Constant—air walk, detect thoughts
 At will—sending
 3/day—confusion (DC 19), demand (DC 23),
 quickened lesser confusion (DC 16)
 1/day—feeblemind (DC 20),
 insanity (DC 22), true seeing
 StatisticsStr 24, Dex 29, Con 21, Int 14, Wis 20, Cha 21Base Atk +16; CMB +25; CMD 45 (53 vs. trip)
 Feats Combat Reflexes, Dodge, Improved Critical (claws), Mobility, Power Attack, Quicken Spell-Like Ability (lesser
 confusion), Spring Attack, Weapon Finesse
 Skills Acrobatics +28 (+32 when jumping), Climb +15, Intimidate +24,
 Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge
 (planes) +21, Perception +24, Sense Motive +24, Stealth +20
 Languages Aklo, Infernal; telepathy 300 ft.
 SQ compression, no breath
 EcologyEnvironment anyOrganization solitary, pair, or crowd (3–8)
 Treasure standard
 Special AbilitiesBlood-Draining Gaze (Su) All creatures within 20 feet of a scarlet
 walker are subject to the monster’s eerie blood-draining gaze.
 Affected creatures must succeed at a DC 23 Fortitude save or
 thin streams of blood pour from their eyes, flowing through the
 air and into the eye socket-like pits in the scarlet walker’s face.
 This does not impact the victim’s vision, but does deal 1 point
 of Constitution damage and sickens the victim for 1 round from
 the hideous pain. A creature already suffering from a bleed
 effect takes a –4 penalty on the saving throw. This is a bleed
 effect. The save DC is Constitution-based.
 Bloodsense (Su) A scarlet walker can sense living creatures
 with blood in their veins, or undead creatures that feed on
 blood (such as vampires). This ability functions like blindsight
 to a range of 60 feet.
 DescriptionThe scarlet walker is an alien entity
 from some other dimension,
 often conjured by the wizards
 of Thassilon to serve as
 a minion. Scarlet walkers
 were particularly favored for
 their adeptness at interrogating
 prisoners, either via torture, or via the
 creatures’ uncanny ability to mentally
 compel both actions and compliance. Once
 an interrogation was over, the scarlet walker’s
 master typically commanded the monster to
 render the victim insane or feebleminded if mere
 death wasn’t appropriate.
 Scarlet walkers themselves
 hail from the nightmare
 realm of Leng, where they
 walk amid strange, stony
 deserts and stride through the
 skies above. No mere predators,
 scarlet walkers build immense hives of
 coagulated blood and tissue in nameless
 mountain valleys, and the flavors of various creatures’
 blood is an inexhaustible topic of discussion among
 their kind.
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