CREATURE 10
Perception +19; darkvision
Languages Common, any languages spoken by its preserved heads
Skills Lore (any known by its preserved heads) +19, Occultism +22, Religion +22
Str +7 Dex +0 Con +3 Int +5 Wis +0 Cha +0
Undead Crafter The 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.
AC 28; Fort +22, Ref +16, Will +19
HP 220; Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, negative, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 10, positive 10
Speed 25 feet
Melee cranium remover +23 (deadly d12, sweep), Damage 3d8+9 slashing
Ranged embalming fluid +21 (range 120 feet), Damage 2d8+3 mental plus 2d8+3 negative
Occult Rituals DC 29; create undead (mummies, skeletons, and zombies)
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.
Slosh Whenever 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.
OoA3, page 82.
Open Cranium Preserver in the interactive creatures list or browse all creatures starting with C.