Scarlet Walker
A faceless horror with hollow eye sockets drains thin streams of blood from anyone who lingers too long within its unblinking gaze.
A scarlet walker is a faceless horror with hollow, eyeless pits where its gaze should be — and yet its empty sockets drink the blood of any who meet them, drawing crimson threads out of their victims' eyes.
In play
The scarlet walker can air walk and gains +1 status to all saves vs. magic.
Blood-Draining Gaze (aura, necromancy, 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).
Level 12
Perception +23 · Senses bloodsense 60 feet, darkvision · Languages Aklo, Infernal; telepathy 300 feet · Skills Acrobatics +25, Arcana +22, Athletics +22, Blood Lore +26, Intimidation +23, Medicine +23, Occultism +24, Stealth +25
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +7 | +5 | +4 | +5 | +4 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 33 | +21 | +25 | +21 |
HP 225 · Immunities cold · Resistances poison 10 · Weaknesses electricity 10
Speed 30 feet, climb 30 feet; air walk
Actions
- Melee Claw [Single Action] +24 (reach 15 ft, Magical), Damage 3d6+12 piercing plus 2d12 persistent bleed
- Melee Tentacle [Single Action] +24 (reach 15 ft, Agile, Magical), Damage 3d8+12 bludgeoning