Cackling Skull

Level 6
Creature· evilRareTinyRemaster
AC
24
HP
90
Speed
15 ft.
Perception
+15
Fort
+12
Ref
+16
Will
+13
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed, mental
Weaknesses vitality 5
Senses darkvision
Skills acrobatics +13, intimidation +13
Other Speeds fly 40 ft.
Recall Knowledge DC 27 (religion)

Attacks

Melee Jaws +16 (agile, finesse, reach 0 ft., unarmed), Damage 2d10+5 piercing

Abilities

Bite Back

Trigger The cackling skull is attacked by a creature within their reach


Effect The cackling skull makes a jaws Strike against that creature.

Void Healing
Incessant Goading

The skull chooses one creature within 60 feet and antagonizes it mercilessly. The target must attempt a DC 24 will save to resist the effect.


Critical Success The target is unaffected and temporarily immune for 1 minute.

Success The target is unaffected.

Failure The target is Off-Guard for 1 round. On its next turn, if the taunting skull is within the target's reach, the target wildly attacks the taunting skull as many times as possible.

Critical Failure As failure, but the target al

Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or harming themselves.


Beheaded are disembodied floating heads transformed into undead. They are natural candidates for a necromancer's "project minion," due to the inexpensive cost of creation and endlessly customizable nature. In any lair occupied for long by practicing necromancers, it isn't uncommon to find a handful of floating heads roaming about, each exhibiting completely different characteristics and even degrees of expertise in their creation.