Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
Occult Rituals
DC 29; 2nd create undead (mummies, skeletons, and zombies)
Ability
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.
Ability
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.
Offense
Melee
Circumstance: combat round (melee)
cranium remover +23 [+18/+13] (deadly d12, sweep), Damage 3d8+9 slashing
Offense
Ranged
Circumstance: combat round (ranged)
embalming fluid +21 [+16/+11] (range 120 feet), Damage 2d8+3 mental plus 2d8+3 negative
Trait
Construct
A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Immunity
death effects
disease
doomed
drained
fatigued
healing
necromancy
negative
nonlethal attacks
paralyzed
poisoned
sickened
unconscious
Language
any languages spoken by its preserved heads
Common
Perception
darkvision
Weakness
electricity 10
positive 10