Pyramid Head (3.5e Creature)
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|Hit Dice:||20HD (972 hp)|
|Speed:||30ft. cannot run or hustle|
|Armor Class:||20, touch 7, flat-footed 7|
|Attack:||greatknife +35/+30/+25/+20 melee (2d6+16, crit 17-20/x2 slashing)|
|Full Attack:||greatknife +35/+30/+25/+20 melee (2d6+16, crit 17-20/x2 slashing)|
|Special Attacks:||Flesh Rip|
|Special Qualities:||DR 10/holy, Aura of Fear, Aura of Darkness, Fast Healing 20, Perfect Sight|
|Saves:||Fort +26, Ref +0, Will +4|
|Abilities:||Str 39, Dex 5, Con 34, Int 5, Wis 7, Cha 34|
|Skills:||Climb +14, Intimidate +35, Jump +14|
|Feats:||Improved unarmed strike, combat reflexes, great fortitude, improved critical (great knife), improved initiative, power attack, cleave, great cleave, improved sunder, quick draw, shadow heritage, toughness (4), weapon focus (great knife), weapon specialization (great knife), improved toughness|
|Organization:||Solitary or pair|
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Flesh Rip On successful grapple can make Strength check (DC 25) to rip the victim’s flesh off; victim must be at most 6’5” tall, all who see this happen must make a Will Save (DC 20) or flee, successful save only shaken.
Aura of Fear Aura of Fear: 100ft. radius around pyramid head, Will Save (DC 20) or be shaken and flee.
Aura of Darkness Wherever a pyramid head goes a permanent aura of darkness (like the darkness spell) follows and plunges everything within 1 mile into darkness, light sources work normally.
Perfect Sight Sees perfectly in darkness and in low-light, cannot be made blind.