b'Cephalophores \n'b'  Large   construct ,  unaligned  \n'b'  Armor Class  14 (natural armor)  Hit Points  133 (14d10 + 56)  Speed  20 ft.\n'b' STATS STR: 20 (+5) DEX:  9 (-1)  CON:  18 (+4)  INT:  3 (-4)  WIS:  8 (-1)  CHA:  1 (-5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  acid, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t 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\xe2\x80\x99t speak  Challenge  9 (5,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Immutable Form . The cephalophore is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . The cephalophore has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The cephalophore\xe2\x80\x99s weapon attacks are magical. \n'b'  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. \n'b'  Statue . If a cephalophore stands perfectly still, it is indistinguishable from a normal statue. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cephalophore makes two slam attacks. \n'b'  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. \n'b'  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\xe2\x80\x99s 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.'