Skull Ripper

Type: 15th Level Construct
Size: Large
Speed: 40 ft., climb 40 ft.
Abilities: Str +9, Dex +3, Con -, Int -3, Wis +1, Cha +1
Skills: Stealth 18 (+20, +18 armor)
Feats: Attack Focus (claw), Cleave, Improved Critical (claw), Improved Grab, Lightning Reflexes, Night VisionB, Skill Focus (Stealth)
Traits: Behead, Construct Traits, Damage Reduction 2/adamantine, Darkvision 60 ft., Dread Visage, Poison, Resistance to Cold 4, Supernatural Resistance 20
Combat: Attack +13 (+11 base, +3 Dex, -1 size) (+14 with claws), Damage +13 (claws) or +13 plus poison (sting), Defense Dodge/Parry +13/- (+11 base, +3 Dex, -1 size), Initiative +3
Saving Throws: Toughness +9 (+1 base, +4 natural, +2 armor, +2 size), Fortitude +5 (+5 base), Reflex +10 (+5 base, +3 Dex, +2 feat), Will +6 (+5 base, +1 Wis)


Behead: The skull ripper is an expert at collecting its favorite trophies—skulls—and once it’s grappled a foe, it can try to behead its victim with a single gut-wrenching rip. This attempt to tear off the victim’s head deals +16 damage—if this damage is enough to bring the foe to the dying condition or worse, the victim is beheaded and instantly slain.


Dread Visage: Skull rippers are particularly fearsome in appearance, and any creature that is within 30 feet and can see the skull ripper must make a DC 18 Will save each round to avoid becoming frightened. If any of the heads affixed to the skull ripper are recognizable associates of a particular character, that character takes a –4 penalty on this saving throw. A character that makes the save is immune to the dread visage of that particular skull ripper for 24 hours. This is a mind-influencing fear effect. The save DC is Charisma-based.


Poison: Injury, Fortitude DC 17, initial and secondary damage 2 Dex. The save DC is Constitution-based.


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