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Scarlet Walker

This 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 12

Source Rise of the Runelords Anniversary Edition pg. 414
XP 19,200
LE Huge outsider (evil, extraplanar, lawful)
Init +9; Senses bloodsense, darkvision 60 ft., detect thoughts; Perception +24

Defense

AC 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

Offense

Speed 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

Statistics

Str 24, Dex 29, Con 21, Int 14, Wis 20, Cha 21
Base 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

Ecology

Environment any
Organization solitary, pair, or crowd (3–8)
Treasure standard

Special Abilities

Blood-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.

Description

The 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.