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Scarlet Walker

During the height of Thassilon's power, agents of Runelord Karzoug and Runelord Sorshen often called scarlet walkers to Golarion from Leng. Although these elephant-sized monstrosities largely despise other inhabitants of Leng, some swallow their pride to work alongside the denizens of Leng or Leng ghouls in exchange for passage into the waking world.

Recall Knowledge - Aberration (Occultism): DC 35
Unspecific Lore: DC 33
Specific Lore: DC 30

Elite | Normal | Weak
Proficiency without Level

Scarlet WalkerCreature 12

Legacy Content

Rare LE Huge Aberration Dream 
Source Shadows at Sundown pg. 57
Perception +11; bloodsense 60 feet, darkvision
Languages Aklo, Infernal; telepathy 300 feet
Skills Acrobatics +13, Arcana +10, Athletics +10, Blood Lore +14, Intimidation +11, Medicine +11, Occultism +12, Stealth +13
Str +6, Dex +7, Con +5, Int +4, Wis +5, Cha +4
Bloodsense The scarlet walker can sense living creatures with blood in their veins, as well as undead that feed on blood (such as vampires).
AC 21; Fort +9, Ref +13, Will +9; +1 status to all saves vs. magic
HP 225; Immunities cold; Resistances poison 10; Weaknesses electricity 10
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 17 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 [one-action] claw +12 [+7/+2] (magical, reach 15 feet), Damage 3d6+12 piercing plus 2d12 persistent bleedMelee [one-action] tentacle +12 [+8/+4] (agile, magical, reach 15 feet), Damage 3d8+12 bludgeoning plus paralysisOccult Innate Spells DC 20; 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, necromancy) Any living, non–scarlet walker creature hit by a scarlet walker's tentacle Strike must attempt a 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.

Sidebar - Related Creatures Pools of Blood

In the ragged valleys and badlands of their home plane, Leng, scarlet walkers build grisly cities of braided flesh and coagulated blood. There, they spend their days gathering and discussing the values and uses of all types of blood and meat. Some who have looked upon the roiling blood pools of Leng whisper of similarities to the Everdawn Pool and wonder if these creations were the true inspirations for the infamous runewells of Thassilon.