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Scarecophagus

Originally created by Gebbite necromancers during the war against Nex, the scarecophagus is an evil construct that draws power directly from the undead mummy trapped forever within its sealed core. This necromantic energy is channeled throughout the construct's body, allowing it to scuttle about on legs of stone, animate tentacles to strike at foes, and use the mummy's trapped mind for its own sapience and magical powers.

Recall Knowledge - Construct (Arcana, Crafting): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

ScarecophagusCreature 6

Legacy Content

Rare LE Large Construct 
Source Pathfinder #179: Cradle of Quartz pg. 86
Perception +14; darkvision, magic sense (imprecise) 30 feet
Languages Common, Necril, Osiriani
Skills Athletics +15
Str +5, Dex +2, Con +4, Int -2, Wis +4, Cha +2
Magic Sense (magical) The scarecophagus detects the presence of magic items and spell effects within 30 feet as an imprecise sense.
AC 24; Fort +14, Ref +10, Will +16
HP 100; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious
Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a scarecophagus' despair aura. They can't naturally recover from this fear while in the emanation but recover instantly once they leave it. When a creature first enters the emanation, it must succeed at a DC 22 Will save (after taking the penalty from being frightened 1) or be paralyzed for 1 round. The creature is then temporarily immune to this paralysis for 24 hours.Disgorge Mummy If a scarecophagus is reduced to 0 Hit Points by any damage other than positive energy, it cracks open as it's destroyed, allowing the undead mummy trapped for eons within its core to rise. This is a weak mummy guardian; if the mummy guardian survives on its own for a month, it loses the weak adjustment. If the scarecophagus is reduced to 0 Hit Points by positive energy, it cracks open as it's destroyed and the mummy within turns to dust, destroyed as well.Vulnerable to Positive Energy A scarecophagus takes damage from positive energy as if it were an undead creature.
Speed 25 feet, climb 25 feet
Melee [one-action] tentacle +15 [+11/+7] (agile, magical, reach 10 feet), Damage 2d6+7 bludgeoningArcane Prepared Spells DC 24, attack +16; 3rd fireball, lightning bolt, wall of wind; 2nd acid arrow, dispel magic (×2); 1st magic missile (×2), ray of enfeeblement; Cantrips (3rd) daze, detect magic, electric arc, shield, tanglefoot
Sarcophagus [one-action] (concentrate) Until the next time it acts, the scarecophagus appears to be a normal stone sarcophagus. It has an automatic result of 34 on Deception checks and DCs to pass as a sarcophagus.Shifting Scuttle [free-action] Frequency once per turn; Effect The scarecophagus Steps up to 10 feet.

Sidebar - Additional Lore What's in a Name

The original name for this frightening construct has been lost to time, with the farcical nickname of “scarecophagus” granted it by a band of particularly infamous adventuring bards. As their comedic tales spread throughout the Impossible Lands, the name quickly stuck. The original creators of the monsters were, no doubt, displeased.