Pyramid Head (3.5e Creature)

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Size/Type: medium Outsider
Hit Dice: 20HD (972 hp)
Initiative: +2
Speed: 30ft. cannot run or hustle
Armor Class: 20, touch 7, flat-footed 7
Base Attack/Grapple: +20/+20
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)
Space/Reach: 5ft./5ft./5ft.
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
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 25
Treasure: None
Alignment: Chaotic Evil
Advancement: as fighter
Level Adjustment:
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When encountering this creature, it is best to flee rather than fight it. While killing it is indeed possible, the fast healing and sheer amount of hit dice make it near immortal. Holy spells are ideal against it, although even those would only buy you time to escape. These creatures are typically found in dark and lonely places, or appear when a player is suffering from a large amount of guilt that they can't get over. Treat this creature as a supernatural entity that will not stop until it has ripped your entire party to shreds, or you escape from its darkness.

The creature stands roughly seven to nine feet tall. It wears a large metal helmet in the shape of a pyramid on its head that covers its face and upper chest. It is mostly nude except for the long piece of cloth that it wears around its waist that goes down to its shins. The scraping of its sword against stone usually follows it as it drags its large blade behind it as it chases its foes.


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.

Back to Main Page3.5e HomebrewCreaturesCR 25

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