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From Pathfinder Adventure: Shadows at Sundown, which isn't enabled.

Scarlet Walker

CREATURE 12
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
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.


AC 33; Fort +21, Ref +25, Will +21; +1 status to all saves vs. magic
HP 225; Immunities cold; Weaknesses electricity 10; Resistances poison 10
+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).


Speed 30 feet, climb 30 feet; air walk
Melee Claw +24 (magical, reach 15, unarmed), Damage 3d6+12 piercing plus 2d12 bleed
Melee Tentacle +24 (agile, magical, reach 15, unarmed), Damage 3d8+12 bludgeoning plus Paralysis
Occult Innate Spells DC 32, attack +24; 6th Feeblemind, True Seeing, Vampiric Exsanguination; 5th Mind Probe, Sending (×3), Subconscious Suggestion; 4th Confusion (×3); Cantrips (6th) Daze; Constant (6th) Air Walk
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.

Pathfinder Adventure: Shadows at SundownOGL