Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Arcane 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
Ability
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.
Ability
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.
Ability
Magic Sense
(magical) The scarecophagus detects the presence of magic items and spell effects within 30 feet as an imprecise sense.
Ability
Sarcophagus
(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.
Ability
Shifting Scuttle
Frequency: once per turn
Effect: The scarecophagus Steps up to 10 feet.
Ability
Vulnerable to Positive Energy
A scarecophagus takes damage from positive energy as if it were an undead creature.
Offense
Melee
Circumstance: combat round (melee)
tentacle +15 [+11/+7] (agile, magical, reach 10 feet), Damage 2d6+7 bludgeoning
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
bleed
death effects
disease
doomed
drained
fatigued
healing
mental
necromancy
nonlethal attacks
paralyzed
poisoned
sickened
unconscious
Language
Common
Necril
Osiriani
Perception
darkvision
magic sense (imprecise) 30 feet