Holding its own severed head in its hands, this marble statue looms forbiddingly over what it protects.
XP 4,800 DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size) OFFENSE
Speed 20 ft. STATISTICS
Str 25, Dex 14, Con —, Int —, Wis 12, Cha 1 SPECIAL ABILITIESDazing Gaze (Su)As a standard action, a cephalophore can hold up its severed head to make a gaze attack that affects all seeing creatures within a 60-foot radius. These creatures must succeed at a DC 16 Will save or be stunned for 1 round. Creatures that successfully save are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based. Dazing Strike (Su)Any creature struck by the cephalophore’s slam attacks must succeed at a DC 16 Will save or be dazed for 1 round. Those who save against this affect are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based. Shatter Weapons (Ex)Whenever a character strikes a cephalophore with a weapon (magical or non-magical), the weapon takes 3d6 points of damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken condition. Statue (Ex)If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. An observer must succeed at a DC 20 Perception check to notice the cephalophore is alive. If a cephalophore initiates combat from this pose, it gains a +6 bonus on its initiative check. | Cephalophore Construction
A cephalophore is constructed from a single block of marble weighing at least 4,000 pounds and costing 3,500 gp. CL 11th; Price 33,500 gp CONSTRUCTION REQUIREMENTSCraft Construct, animate objects, daze monster, geas/quest, resurrection, creator must be caster level 11th; Skill Craft (sculpture) DC 20; Cost 18,500 gp |