Cackling SkullCreature 6
Source Pathfinder Society Scenario #6-10: Once in Whispers
Perception +15 (darkvision)
Languages none
Skills Acrobatics +13, Intimidation +13
Str +1, Dex +5, Con +1, Int +0, Wis +4, Cha +2
AC 24; Fort +12; Reflex +16; Will +13;
HP 90 (void healing)
Speed 15 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed, mental
Weaknesses Vitality 5
Jaws
+16 (+12, +8) to hit (agile, finesse, reach 0, unarmed) 2d10+5 PiercingBite 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 HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Incessant Goading
(auditory, emotion, incapacitation, mental)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 also immediately performs a Strike against itself; this Strike doesn't take any actions.
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.