b'Avarite, Pyramis Malforma \n'b'  Family:   Avarite  \n'b'  Medium   fiend  (avarite),  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  60 (8d8 + 24)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Intimidation  +2,  Perception  +4  Damage Immunities  fire  Condition Immunities   charmed ,  frightened   Senses  tremorsense 60 ft. (blind beyond this radius), passive  Perception  14  Languages  understands Infernal but can\xe2\x80\x99t speak  Proficiency Bonus  +3  Challenge  6 (2,300 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Aggressive . As a bonus action, the pyramis can move up to its speed toward a hostile creature that it can see. \n'b'  Helmet Defense . Malforma have advantage against being  blinded ,  deafened , knocked  unconscious , and gaze attacks while wearing their helmet. Magic Resistance. The pyramis has advantage on saving throws against spells and other tragical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The pyramis makes two  melee attacks . \n'b'  Greatsword .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage \n'b'  Unarmed Strike .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it is  grappled  (escape DC 15). Until this grapple ends, the target is  restrained , and the pyramis can\xe2\x80\x99t use this hand on another target or wield its greatsword. The pyramis has two hands. If this  attack  is a critical hit, the target also can\xe2\x80\x99t breathe or speak until the grapple ends. \n'b'  Flense .  Melee Weapon Attack : +7 to hit, reach 5 ft., one  incapacitated  humanoid  grappled  by the pyramis.  Hit : The target takes 55 (10d10) piercing damage. If this damage reduces the target to  0 hit points , the pyramis kills the target by tearing its skin off. Each creature of the pyramis\xe2\x80\x99 choice that is within 60 feet of it and able to see it must succeed on a DC 15  Wisdom  saving throw or be  frightened  of the pyramis for 1 minute. While  frightened  in this way, a creature is  incapacitated , can\xe2\x80\x99t understand what others say, can\xe2\x80\x99t read, and speaks only in gibberish; the DM controls the creature\xe2\x80\x99s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the the pyramis\xe2\x80\x99 flense effect for the next 24 hours. \n'b'\n'b' REACTIONS \n'b'\n'b'  Unbridled Fury . In response to being hit by a  melee attack , the pyramis can make one melee weapon  attack  with advantage against the attacker. \n'b'\n'b' ABOUT \n'b' Malforma are the rank-and-file of Avarus, arranged by rank. They work in a very strict hierarchy that oversees the damned, whom are a key part of Avarus\xe2\x80\x99 efficiency. Middle management consists of the cubis, cube-headed humanoids who oversee all the other tasks. They report up to Mammon and ensure all operations run smoothly, overseeing the spheris. \n'b' The workers of Avarus are the spheris, who in turn oversee the damned rolling boulders to and fro within Avarus\xe2\x80\x99 great machines. The damned are a limitless power source that is used to power a variety of factories, of which the spheris operate, from hellfire gun assembly to infernal clockworks. \n'b' The guards of Avarus are brutal, partially insane things that only marginally resemble the humanoid souls they once were. They wield oversized weapons and are fond of flensing the skin right off of foes. Pyramis are usually used as muscle to keep the spheris and damned in line, but they can be fielded as troops as well.'