LE Huge outsider (evil, extraplanar, lawful)
Init +9; Senses bloodsense, darkvision 60 ft., detect thoughts; Perception +24
AC 28, touch 18, flat-footed 18 (+9 Dex, +1 dodge, +10 natural, –2 size)
hp 168 (16d10+80); fast healing 10
Fort +10, Ref +19, Will +15
Defensive Abilities evasion; Immune acid, cold, poison; SR 23
Weaknesses vulnerable to electricity
Speed 40 ft., climb 40 ft.
Melee 2 claws +23 (2d6+7/19–20 plus bleed), tentacles +18 (4d6+3 plus bleed and paralysis)
Space 15 ft.; Reach 30 ft.
Special Attacks bleed (1d6), blood-draining gaze, paralysis (1d4 rounds, DC 23)
Spell-Like Abilities (CL 12th; concentration +17)
Str 24, Dex 29, Con 21, Int 14, Wis 20, Cha 21
Base Atk +16; CMB +25; CMD 45 (53 vs. trip)
Feats Combat Reflexes, Dodge, Improved Critical (claws), Mobility, Power Attack, Quicken Spell-Like Ability (lesser confusion), Spring Attack, Weapon Finesse
Skills Acrobatics +28 (+32 when jumping), Climb +15, Intimidate +24, Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge (planes) +21, Perception +24, Sense Motive +24, Stealth +20
Languages Aklo, Infernal; telepathy 300 ft.
SQ compression, no breath
Blood-Draining Gaze (Su)
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 23 Fortitude
save 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 and sickens the victim for 1 round from the hideous pain. A creature already suffering from a bleed effect takes a –4 penalty on the saving throw. This is a bleed effect. The save DC is Constitution-based.
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.