Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
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.
Ability
Bloodsense
The scarlet walker can sense living creatures with blood in their veins, as well as undead that feed on blood (such as vampires).
Ability
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.
Ability
No Breath
The scarlet walker doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Ability
Occult Innate Spells
DC 32; 6th feeblemind, true seeing, vampiric exsanguination; 5th mind probe, sending (×3), subconscious suggestion; 4th confusion (×3); Cantrips (6th) daze; Constant (6th) air walk
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
claw +24 [+19/+14] (magical, reach 15 feet), Damage 3d6+12 piercing plus 2d12 persistent bleed
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Dream
Creatures native to the Dimension of Dreams can be any alignment and possess a diverse array of abilities, although those associated with the nightmare realm of Leng are almost always evil and immune to that realm's freezing temperatures.
Immunity
cold
Language
Aklo
Infernal
telepathy 300 feet
Perception
bloodsense 60 feet
darkvision
Resistance
poison 10
Weakness
electricity 10