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- {
- "ac": 28,
- "alignment": "NE",
- "breadcrumbs_spa": [],
- "category": "creature",
- "charisma": 0,
- "constitution": 3,
- "creature_ability": [
- "Undead Crafter",
- "Jettison Cranium",
- "Slosh"
- ],
- "creature_family_markdown": "",
- "dexterity": 0,
- "exclude_from_search": false,
- "fortitude_save": 22,
- "hp": 220,
- "hp_raw": "220",
- "id": "creature-1982",
- "immunity": [
- "death effects",
- "disease",
- "doomed",
- "drained",
- "fatigued",
- "healing",
- "necromancy",
- "negative",
- "nonlethal attacks",
- "paralyzed",
- "poisoned",
- "sickened",
- "unconscious"
- ],
- "immunity_markdown": "[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)",
- "intelligence": 5,
- "language": [
- "Common",
- "any languages spoken by its preserved heads"
- ],
- "language_markdown": "[Common](/Languages.aspx?ID=1); any languages spoken by its preserved heads",
- "level": 10,
- "markdown": "<title level=\"1\" pfs=\"\">[Cranium Preserver](/Monsters.aspx?ID=1982)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n\r\nCranium 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.\r\n\r\n<column gap=\"tiny\">\r\n**[Recall Knowledge - Construct](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Crafting](/Skills.aspx?ID=4)): DC 32\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 30\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 27\r\n</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 10\">[Cranium Preserver](/Monsters.aspx?ID=1982)</title>\r\n\r\n<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"NE\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Large\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 82</row>\n\n**Perception** +19; [darkvision](/MonsterAbilities.aspx?ID=12)\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1); any languages spoken by its preserved heads\r\n\r\n**Skills**\r\n[Lore](/Skills.aspx?ID=8) +19, [Occultism](/Skills.aspx?ID=11) +22, [Religion](/Skills.aspx?ID=13) +22\r\n\r\n<row gap=\"medium\">\r\n**Str** +7\r\n\r\n**Dex** +0\r\n\r\n**Con** +3\r\n\r\n**Int** +5\r\n\r\n**Wis** +0\r\n\r\n**Cha** +0\r\n</row>\r\n\r\n**Undead Crafter** The cranium preserver knows one version of the [_create undead_](/Rituals.aspx?ID=10) 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.\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 28 \r\n\r\n**Fort** +22 \r\n\r\n**Ref** +16 \r\n\r\n**Will** +19 \n\n</row>\r\n\r\n**HP** 220\n\n**Immunities**\r\n[death](/Traits.aspx?ID=40) effects, [disease](/Traits.aspx?ID=46), [doomed](/Conditions.aspx?ID=9), [drained](/Conditions.aspx?ID=10), [fatigued](/Conditions.aspx?ID=15), [healing](/Traits.aspx?ID=89), [necromancy](/Traits.aspx?ID=117), [negative](/Traits.aspx?ID=118), [nonlethal](/Traits.aspx?ID=188) attacks, [paralyzed](/Conditions.aspx?ID=28), [poisoned](/Traits.aspx?ID=126), [sickened](/Conditions.aspx?ID=34), [unconscious](/Conditions.aspx?ID=38)\n\n**Weaknesses**\r\n[electricity](/Traits.aspx?ID=56) 10, [positive](/Traits.aspx?ID=128) 10\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\r\ncranium remover +23 ([deadly d12](/Traits.aspx?ID=174), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 3d8+9 slashing\r\n\r\n**Ranged**\r\n<actions string=\"Single Action\" />\r\nembalming fluid +21 ([range 120 feet](/Traits.aspx?ID=248)),\r\n**Damage** 2d8+3 mental plus 2d8+3 negative\r\n\r\n**Occult Rituals** DC 29\r\n\r\n- **2nd**\r\n[Create Undead](/Rituals.aspx?ID=10) (mummies, skeletons, and zombies)\r\n\r\n**Jettison Cranium** <actions string=\"Two Actions\" /> ([Incapacitation](/Traits.aspx?ID=93), [Mental](/Traits.aspx?ID=106), [Negative](/Traits.aspx?ID=118)) 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.<br /> **Critical Success** The creature is unaffected.<br /> **Success** The creature takes 2d8 mental damage and 2d8 negative damage.<br /> **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](/Conditions.aspx?ID=5) for 1 round.<br /> **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.\r\n\r\n**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.<br /> **Critical Success** The creature is unaffected.<br /> **Success** The creature takes 1d8 mental damage and 1d8 negative damage.<br /> **Failure** The creature takes 2d8 mental damage and 2d8 negative damage.<br /> **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](/Conditions.aspx?ID=3) for 1 round.\r\n\r\n</column>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"/images/Icons/Sidebar_2_AdditionalLore.png\">Amalgamated Personality</title>\r\n\r\nA cranium preserver has its own independent personality that is derived from the amalgamated thoughts of the preserved heads it collected. These heads are subservient to the cranium preserver's overriding will, but swapping out preserved heads seems to affect the creature's desires. Some cranium preservers stocked with heads from good-hearted individuals even have moments where they appear to show remorse for their vile deeds.\r\n</aside>",
- "name": "Cranium Preserver",
- "npc": false,
- "perception": 19,
- "rarity": "rare",
- "reflex_save": 16,
- "release_date": "2022-06-29",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Rare\" url=\"/Traits.aspx?ID=137\" />\r\n<trait label=\"Construct\" url=\"/Traits.aspx?ID=35\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 82</row>\n\n<row gap=\"medium\">\r\n**HP** 220\r\n\r\n**AC** 28\r\n\r\n**Fort** +22\r\n\r\n**Ref** +16\r\n\r\n**Will** +19\r\n\r\n**Perception** +19\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nCranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which …\r\n</summary>",
- "sense": " darkvision ",
- "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12)",
- "size": [
- "Large"
- ],
- "skill": [
- "Lore +19",
- "Occultism +22",
- "Religion +22"
- ],
- "skill_markdown": "[Lore](/Skills.aspx?ID=8) +19, [Occultism](/Skills.aspx?ID=11) +22, [Religion](/Skills.aspx?ID=13) +22",
- "source": [
- "Pathfinder #180: The Smoking Gun"
- ],
- "source_raw": [
- "Pathfinder #180: The Smoking Gun pg. 82"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Outlaws of Alkenstar",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #180: The Smoking Gun](/Sources.aspx?ID=125) pg. 82</row>",
- "speed": {
- "land": 25,
- "max": 25
- },
- "speed_markdown": "25 feet",
- "speed_raw": "25 feet",
- "spell_markdown": "",
- "spoilers": "Outlaws of Alkenstar",
- "strength": 7,
- "strongest_save": [
- "fort",
- "fortitude"
- ],
- "summary": "Cranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which …",
- "summary_markdown": "Cranium preservers serve necromancers as walking laboratories for undead. A typical cranium preserver has a metallic and spider-like body, which …",
- "text": " Cranium Preserver 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. Recall Knowledge - Construct (Arcana, Crafting): DC 32 Unspecific Lore : DC 30 Specific Lore : DC 27 Cranium Preserver Source Pathfinder #180: The Smoking Gun pg. 82 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 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 Single Action cranium remover +23 (deadly d12, Sweep), Damage 3d8+9 slashing Ranged Single Action embalming fluid +21 (range 120 feet), Damage 2d8+3 mental plus 2d8+3 negative Occult Rituals DC 29 - 2nd Create Undead (mummies, skeletons, and zombies) Jettison Cranium Two Actions (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. Amalgamated Personality A cranium preserver has its own independent personality that is derived from the amalgamated thoughts of the preserved heads it collected. These heads are subservient to the cranium preserver's overriding will, but swapping out preserved heads seems to affect the creature's desires. Some cranium preservers stocked with heads from good-hearted individuals even have moments where they appear to show remorse for their vile deeds. ",
- "trait": [
- "Construct",
- "Rare",
- "NE",
- "Large"
- ],
- "trait_markdown": "[Construct](/Traits.aspx?ID=35), [Rare](/Traits.aspx?ID=137)",
- "trait_raw": [
- "Construct",
- "Rare"
- ],
- "type": "Creature",
- "url": "/Monsters.aspx?ID=1982",
- "vision": "Darkvision",
- "weakest_save": [
- "ref",
- "reflex"
- ],
- "weakness": {
- "electricity": 10,
- "positive": 10
- },
- "weakness_markdown": "[electricity](/Traits.aspx?ID=56) 10, [positive](/Traits.aspx?ID=128) 10",
- "weakness_raw": " electricity 10, positive 10",
- "will_save": 19,
- "wisdom": 0
- }
|