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- Pyramid Head
- CR 16
- LE Medium outsider (native)
- Init -2
- Senses: darkvision 60 ft,
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- DEFENSE
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- AC 28 (+20 natural, -2 Dex)
- hp: 236 (21d10+16)
- Fort +26; Ref +3; Will +12
- DR 10/'silent' and 'good'
- Defensive Abilities: Self-Destroyer, You Are Worthy
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- OFFENSE
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- Speed: 15 ft
- Melee: +1 'silent greatsword' +25
- Spell-like Abilities (CL 1st)
- At Will–– 'true strike' (special, see You Are Worthy)
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- TACTICS
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- Before Battle: Typically, Pyramid Head has only existed for an hour at the most when he is encountered; he does not prepare for battle.
- During Battle: If he encounters a solitary creature, Pyramid Head will pursue the target until it has either proved its worth to him, it has escaped him entirely or he has killed it. Against groups, Pyramid Head typically attempts to Great Cleave his enemies
- Morale: Pyramid Head is relentless and merciless. He will never retreat or surrender, and he will not stop attacking until there are no enemies left to fight.
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- STATISTICS
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- Str 28 (+9) Dex 7 Con 42(+16) Int 10 Wis 14 Cha 29
- BAB +16; CMB +25; CMD 33
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- ECOLOGY
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- Environment: any (Silent Hill)
- Organization: solitary, duo (2 Pyramid Heads)
- Treasure: standard (+1 'silent greatsword')
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- SPECIAL ABILITIES
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- Self-Destroyer (Su): All damage to Pyramid Head is nonlethal, unless the damage comes from a 'silent' weapon.
- You Are Worthy (Ex): Pyramid Head judges one based on their conviction and strength. Should Pyramid Head take enough nonlethal damage to equal his maximum Hit Points, he will cast 'true strike' and attack himself, receiving 50 Con damage and killing himself. This counts as a victory for player characters.
- Hell Is That Sound (Ex): Pyramid Head drags his great knife behind him. He takes a -7 penalty to Stealth checks, but any creature that hears the scraping knife and is not currently in combat with Pyramid Head must make a DC 18 Will save or become shaken for 3d4 rounds.
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