Cephalophores

Large construct, unaligned

Armor Class 14 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 9 (-1) 18 (+4) 3 (-4) 8 (-1) 1 (-5)

Damage Immunities acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Understands the languages of its creator but can’t speak
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Immutable Form. The cephalophore is immune to any spell or effect that would alter its form.
  • Magic Resistance. The cephalophore has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The cephalophore’s weapon attacks are magical.
  • Shatter Weapons. Whenever a character strikes a cephalophore with a weapon (magical or non-magical), after dealing damage, the weapon takes a permanent and cumulative ?1 penalty to damage rolls. If its penalty drops to ?5, the weapon is destroyed.
  • Statue. If a cephalophore stands perfectly still, it is indistinguishable from a normal statue.

ACTIONS

  • Multiattack. The cephalophore makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. If the target fails, the save by 5 or more the target is stunned for 1 minute instead. It can repeat the saving throw at the end of its round to end the stunned condition.
  • Dazing Gaze (Recharge 5-6). A cephalophore can hold up its severed head to make a gaze attack that affects all seeing creatures within a 60-foot radius of its choice. When a creature that can see the cephalophore’s severed must make a DC 11 Wisdom saving throw or are stunned until the end of the targets next round. If the target fails, the save by 5 or more the target is stunned for 1 minute instead. It can repeat the saving throw at the end of its round to end the stunned condition. This attack automatically recharges if all target creatures make their saving throw.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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