Scarlet Walker

Huge fiend (devil), lawful evil

Armor Class 17 (natural armor)
Hit Points 136 (16d8 + 32)
Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3)

Saving Throws Dex +5, Int +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Aklo, Infernal; telepathy 300 ft.
Challenge 12 (8,400 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The scarlet walker’s innate spellcasting ability is Charisma (spell save DC 15). The scarlet walker can innately cast the following spells, requiring no material components:
  • Blood-draining Gaze. All creatures within 20 feet of a scarlet walker are subject to the monster’s eerie blood-draining gaze. Affected creatures must succeed at a DC 20 Constitution saving throw or thin streams of blood pour from their eyes, flowing through the air and into the eye socket-like pits in the scarlet walker’s face. This does not impact the victim’s vision but does deal 1 point of Constitution damage each round and sickens the victim imposing disadvantage on attack rolls until the end of the targets next round. A creature that took necrotic damage in the previous turn has disadvantage on this saving throw. A creature reduced to 0 Constitution is killed. A creature may regain its lost Constitution after a long rest.
  • Bloodsense. A scarlet walker can sense living creatures with blood in their veins, or undead creatures that feed on blood (such as vampires). This ability functions like blindsight to a range of 60 feet.
  • Evasion. If the scarlet walker is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the scarlet walker instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Magic Resistance. The scarlet walker has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The scarlet walker’s weapon attacks are magical.
  • No Breath. The scarlet walker does not breath.

ACTIONS

  • Multiattack. The scarlet walker makes two claw attacks and one tentacle attack.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
  • Tentacles. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save, or half as much damage on a successful one. If the target is a creature other than an undead, it must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Teleport. The scarlet walker magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Section 15: Copyright Notice

Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.

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