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Dead HeadA monster that consists of the skull of a dead person who was never mourned, retaining the malice and attachment it felt towards the living. The mysterious flames that encircle its head are thought to be the manifestation of its negative emotions. It seems to think it can reclaim its former self by claiming the body of a living being, so it often attacks any living thing it comes across, attempting to swap its head with its victim’s.

Dead Head (CR 3)

XP 800
NE Tiny Undead
Init +0; Senses Darkvision 60 ft.; Perception +11

DEFENSE

AC 14, touch 12, flat-footed 14 (+2 natural, +2 size)
hp 26 [40] (4d8+8)
mp 7
Fort +3, Ref +1, Will +5
Immune Undead Traits; Resist Ice 10
Weakness Fire and Holy

Tactics

During Combat The dead head will start with chill or have it already on. It will only use fear or dust to get melee/range attackers off of it or when it wants to escape from it’s attackers. It will switch over to damage spells when it’s content on debuffs. When out of MP, the dead head will buff itself with Chill assuming it’s not already on and go towards the weakest target.

OFFENSE

Speed fly 30 ft. (perfect)
Melee Bite +5 (1d3-2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Chill, Dust, Pumpkin Head
Spells Known (SC CL 4th, Concentration +6)

1st (DC 13) – blizzard, dark, fear, ruin

STATISTICS

Str 6, Dex 10, Con –, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 9 (can’t be tripped)
Feats Dazzling Display, Weapon FinesseB, Weapon Focus(bite)
Skills Fly +19, Intimidate +9, Perception+11, Stealth +16
Languages Common (cannot speak)

SPECIAL ABILITIES

Chill (Su)

1/day, the dead head enchants a biting cold to it’s teeth for 4 rounds. The dead head can imbue its weapon or natural weapon to inflict an additional 1d6 points of ice damage on a hit, and any creature that takes this additional ice damage must make a Fortitude save (DC 14) or be staggered for 1 round by the numbing chill. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).

Dust (Ex)

The dead head can use its crumbled remains to attack any creature that comes within 10 feet. Twice per day as a standard action, it can billow forth a cloud of dust that surrounds it in a 10-foot radius. Creatures caught within the area must succeed on a DC 14 Fortitude save or be nauseated for 6 rounds. The dust cloud remains for 2 rounds and can be affected by wind. The save DC is Charisma-based.

Pumpkin Head (Su)

1/day, a dead head can drop a pumpkin from the sky upon its foe within 15 feet from himself. The falling pumpkin must succeed at a range touch attack (+5) and deals extra damage based on the number of hit points the dead head has lost from max. Pumpkin head deals 1 point of non-elemental damage to a target. This damage is increase by 1d4 for every 5 hit points missing to a maximum of 10d4. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).