Cephalophore
System: Pathfinder | SRD
Cephalophore
CR 8
N
Construct
Large
Init +2
;
Senses darkvision 60 ft., low-light vision; Perception +1
Defense
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 96 (12d10+30)
Fort +4
Ref +6
Will +5
Immune construct traits
SR 20
Offense
Speed 20 ft.
Melee 2 slams +18 (2d6+7 plus dazing strike)
Space 10 ft.
;
Reach 10 ft.
Special Attacks dazing gaze
CMB +20
CMD 32
Statistics
Str 25,
Dex 14,
Con -,
Int -,
Wis 12,
Cha 1
Base Atk +12
SQ shatter weapon, statue form
Special Abilities
Dazing Gaze (Su) A cephalophore can 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) A creature struck by the cephalophore's slam attack must succeed at a DC 16 Will save or be dazed for 1 round. Those who save are instead sickened for 1 round. This is a mind-affecting fear effect, and the save DC is Wisdom-based.
Shatter Weapon (Ex) When a character strikes a cephalophore with a weapon, the weapon takes 3d6 points of damage (apply its hardness normally). A weapon that takes damage in excess of its hardness gains the broken condition.
Statue Form (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.
Holding its own severed head in its hands, this tall marble statue looms stern and forbidding over its domain.