b'Scarlet Walker \n'b'  Huge   fiend  (devil),  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  136 (16d8 + 32)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 17 (+3) DEX:  12 (+1)  CON:  14 (+2)  INT:  20 (+5)  WIS:  16 (+3)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The scarlet walker\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 15). The scarlet walker can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  alter self ,  darkness ,  detect thoughts ,  heat metal ,  invisibility  (self only),  magic missile ,  sending  \n'b'  3/day \xe2\x80\x93 confusion , counterspell \n'b'  1/day \xe2\x80\x93 feeblemind ,  finger of death  \n'b'\n'b'  Blood-draining Gaze . All creatures within 20 feet of a scarlet walker are subject to the monster\xe2\x80\x99s 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\xe2\x80\x99s face. This does not impact the victim\xe2\x80\x99s 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. \n'b'  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. \n'b'  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. \n'b'  Magic Resistance . The scarlet walker has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The scarlet walker\xe2\x80\x99s weapon attacks are magical. \n'b'  No Breath . The scarlet walker does not breath. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The scarlet walker makes two claw attacks and one tentacle  attack . \n'b'  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. \n'b'  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. \n'b'  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.'