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A monster formed from the skull of the deceased which holds a strong desire to live. The skull attacks humans to take their life so that they can return to life again, but no matter how many lives the skull reaps, it is impossible for them to ever return to their original form. And yet, viridian heads keep wandering the land in search of a way to return to life. Sadly enough, the only way to save their soul is to crush them so that they will never seek a way to return to life again.

Viridian Head (CR 12)

XP 19,200
NE Tiny Undead
Init +3; Senses Darkvision 60 ft.; Perception +16


AC 22, touch 15, flat-footed 19 (+3 dex, +7 natural, +2 size)
hp 138 [194] (16d8+66)
mp 48
Fort +8, Ref +8, Will +12
Immune Ice and Undead Traits
Weakness Fire and Holy


During Combat The viridian head will start with chill and dread spikes III or have them already on. It will try to stay back and cast debuffing spells first (AoE bebuffs if possible over single target) like silence/pain/rasp/syphon for mages and frog/pain/bestow curse for warriors/rogue types. 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 AoE spells trying to get as many foes as possible. When out of MP, the viridian head will buff itself with Chill assuming it’s not already on and go towards the weakest target.


Speed fly 30 ft. (perfect)
Melee Bite +15 (1d4)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Chill, Dust, Pumpkin Head
Spells Known (SC CL 16th, Concentration +20)

1st (DC 15) – blizzard, dark, fear, ruin
2nd (DC 16) blizzard II, dark II, poison, silence
3rd (DC 17) blizzara, blizzard III, bio, dark III, darkra, pain
4th (DC 18) bestow curse, blizzard IV, dark IV, dread spikes, frog, poisonga, ruinra, silencega


Str 10, Dex 16, Con –, Int 18, Wis 14, Cha 16
Base Atk +12; CMB +10; CMD 23 (can’t be tripped)
Feats Combat Casting, Dazzling Display, Extend Spell, Quicken Spell, Power Attack, Sickening Spell, Silent Spell, Weapon FinesseB, Weapon Focus(bite)
Skills Fly +24, Intimidate +16, Perception +16, Stealth +20
Languages Common (cannot speak)


Chill (Su)

5/day, the viridian head enchants a biting cold to it’s teeth for 16 rounds. The viridian 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 15) or be staggered for 1 round by the numbing chill. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

Dust (Ex)

The viridian 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 21 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)

Once every 1d4+1 rounds, a viridian 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 (+17) and deals extra damage based on the number of hit points the viridian 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).