Skull Ripper

This chittering, scorpion-shaped monstrosity appears to be made of a hideous mix of chitinous limbs and human skulls.
 

Skull Ripper (CR 9)

Large Construct
Alignment: Chaotic Neutral
Initiative: +3
Senses: Darkvision 60 feet, Low-Light Vision; Perception +1
Aura: dread visage (30 feet, DC 18)
  Speed: 40 feet, Climb 40 feet
Space: 10 feet
 

Defense

Armor Class: 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, -1 size)
Hit Points: 112 (15d10+30)
Saving Throws: Fort +5, Ref +10, Will +6
Damage Reduction: 5/adamantine
Immunity: construct traits
Energy Resistance: cold 10
Spell Resistance: 20
 

Offense

Melee: 2 claws +20 (2d6+6/19-20 plus Grab), sting +20 (1d10+6 plus poison)
Reach: 10 feet
  Special Attacks: behead, Constrict 2d6+9
 

Statistics

StrDexConIntWisCha
22 (+6) 16 (+3) - 5 (-3) 13 (+1) 12 (+1)
Base Attack Bonus: +15
CMB +22 (+26 Grapple)
CMD 35 (47 vs. Trip)
  Feats: Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (claw), Lightning Reflexes, Skill Focus (Stealth), Vital Strike
  Skills: Climb +19, Stealth +15
  Languages: Thassilonian (cannot speak)
 

Special Abilities

Behead (Ex)

A skull ripper is an expert at collecting its favorite trophies-skulls. Once it has pinned a foe, it can attempt to behead the victim with a single gut-wrenching rip of its claws. This attempt is made as part of the grapple check to maintain an existing pin, and if successful, deals 4d6+18 points of damage to the victim. If this damage is enough to bring the target below 0 hit points, the victim must succeed at a DC 23 Fortitude save to resist having its head torn from its body, which results in instant death for most creatures. The save DC is Strength-based.

Dread Visage (Su)

All creatures within 30 feet that can see a skull ripper must make a DC 18 Will save at the start of their turn in order to avoid becoming frightened for 1 round. If the victim recognizes any of the heads affixed to the skull ripper's body as having once belonged to friends or allies, that victim takes a -4 penalty on the save. A creature that succeeds at the save is immune to the dread visage of that particular skull ripper for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Poison (Su)

Sting-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based.
 

Ecology

Environment: Any
Organization: solitary, pair, or nest (3-8)
Treasure: standard

  Skull rippers were once guardians of the dead, the grim custodians of the great ossuaries of Thassilon. Although most skull rippers are discovered in ancient tombs and sepulchers, occasionally a geological upheaval or massive flood destroys a given catacomb or leaves a skull ripper stranded. In these cases, the construct emerges and ventures forth into the world above, harvesting skulls and causing widespread panic as it searches for a new tomb to guard.
  Construction
  A skull ripper is made from the carcasses of dead vermin and skulls, either harvested by the creator or purchased from shady adventurers for roughly 500 gp in total.
  SKULL RIPPER CL 13th; Price 30,500 gp
  CONSTRUCTION
  Requirements Craft Construct, animate dead, fear, geas/ quest, keen edge, limited wish; Skill Heal or Knowledge (engineering) DC 15; Cost 15,500 gp

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