Monster Dossier
Scarecophagus
Scarecophagus is a fantasy monster entry from source OoA2.
Traits
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Rules & statistics
Monster Profile
Perception
14
Senses
- Name
- darkvision
- Name
- magic sense
- Range
- Unit
- feet
- Number
- 30
- Type
- precise
Languages
- Languages
- common
- necril
- staimorairn
Skills
- Athletics
- 15
Ability Mods
- Str
- 5
- Dex
- 2
- Con
- 4
- Int
- -2
- Wis
- 4
- Cha
- 2
Defenses
- Ac
- 24
- Saving Throws
- Fort
- 14
- Ref
- 10
- Will
- 16
- Hp
- Hp
- 100
- Immunities
- bleed
- death effects
- disease
- doomed
- drained
- fatigued
- healing
- mental
- necromancy
- nonlethal attacks
- paralyzed
- poisoned
- sickened
- unconscious
Speed
- Walk
- 25
- Climb
- 25
Attacks
- Range
- Melee
- Traits
- agile
- magical
- reach
- Name
- tentacle
- Attack
- 15
- Damage
- 2d6+7 bludgeoning
Spellcasting
- Tradition
- arcane
- Type
- Prepared
- DC
- 24
- Attack
- 16
- Entry
- 0
- Level
- 3
- Spells
- Name
- daze
- Name
- detect magic
- Name
- electric arc
- Name
- shield
- Name
- tanglefoot
- 1
- Spells
- Name
- magic missile
- Amount
- 2
- Name
- ray of enfeeblement
- 2
- Spells
- Name
- acid arrow
- Name
- dispel magic
- Amount
- 2
- 3
- Spells
- Name
- fireball
- Name
- lightning bolt
- Name
- wall of wind
Abilities
- Top
- Name
- Magic Sense
- Traits
- magical
- Entries
- The scarecophagus detects the presence of magic items and spell effects within 30 feet as an imprecise sense.
- Mid
- Name
- Despair
- Traits
- aura
- divine
- emotion
- enchantment
- fear
- incapacitation
- mental
- Entries
- 30 feet. Living creatures are frightened||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 22 Will save (after taking the penalty from being frightened||frightened 1) or be paralyzed for 1 round. The creature is then temporarily immune to this paralysis for 24 hours.
- Name
- Disgorge Mummy
- Entries
- 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 (Bestiary 6, 240); 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.
- Name
- Vulnerable to Positive Energy
- Entries
- A scarecophagus takes damage from positive energy as if it were an undead creature.
- Bot
- Name
- Sarcophagus
- Activity
- Number
- 1
- Unit
- action
- Traits
- concentrate
- Entries
- 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.
- Name
- Shifting Scuttle
- Activity
- Number
- 1
- Unit
- free
- Frequency
- Number
- 1
- Unit
- turn
- Entries
- The scarecophagus Steps up to 10 feet.
Background
Lore
No lore provided.