Cranium PreserverCreature 10
Source Pathfinder #180: The Smoking Gun
Perception +19 (darkvision)
Languages Common, Any Languages Spoken By Its Preserved Heads
Skills Lore +19, Occultism +22, Religion +22
Str +7, Dex +0, Con +3, Int +5, Wis +0, Cha +0
AC 28; Fort +22; Reflex +16; Will +19;
HP 220
Speed 25 feet
Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Weaknesses Electricity 10, Positive 10
Cranium Remover +23 (+18, +13) to hit (deadly d12, sweep) 3d8+9 Slashing
Embalming Fluid +21 (+16, +11) to hit (range 120) 2d8+3 Negative + 2d8+3 Mental
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Undead CrafterThe cranium preserver knows one version of the Create Undead ritual for every four heads it has preserved (a typical cranium preserver has 12 preserved heads). The cranium preserver can use its heads to make separate rolls as both the primary and secondary casters of the ritual.
Jettison Cranium (incapacitation, mental, negative)The cranium preserver ejects one of its preserved-head jars at a point within 100 feet. The jar explodes, and all creatures in a 10-foot burst must attempt a DC 28 will save.
Critical Success The creature is unaffected.
Success The creature takes 2d8 mental damage and 2d8 negative damage.
Failure The creature takes 4d8 mental damage and 4d8 negative damage. The discharged mental anguish released from the preserved head causes the creature to become Confused for 1 round.
Critical Failure The creature takes 8d8 mental and 8d8 negative damage. The discharged mental anguish released from the preserved head causes the creature to become confused for 2 rounds.
SloshWhenever the cranium preserver ends a Stride, the movement causes necrotic embalming fluid and preserved body parts to slosh about and spill from its central vat. Each creature adjacent to the cranium preserver when it finishes its Stride must attempt a DC 26 will save.
Critical Success The creature is unaffected.
Success The creature takes 1d8 mental damage and 1d8 negative damage.
Failure The creature takes 2d8 mental damage and 2d8 negative damage.
Critical Failure The creature takes 4d8 mental and 4d8 negative damage. If the creature is alive, the preserved body parts sense the presence of a living creature and cling to it, causing the creature to become Clumsy 2 for 1 round.
Occult Rituals
2nd Level: Create Undead (Mummies, Skeletons, and Zombies)
Cranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which holds aloft a large central glass vat surrounded by a dozen or more smaller, head-sized glass vats. Each vat is filled with a special embalming fluid that can preserve the minds of slain enemies.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.