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Taunting SkullCreature 5


TinyEvilUndeadUnholy
Source Pathfinder Book of the Dead
Perception +13 (darkvision)
Languages Common, Necril, Any One Language Spoken In Life
Skills Acrobatics +12, Intimidation +12
Str +1, Dex +5, Con +1, Int +0, Wis +4, Cha +1

AC 22; Fort +10; Reflex +14; Will +11;
HP 80 (void healing)
Speed 15 feet (fly 40 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Vitality 5

Jaws One Action +14 (+10, +6) to hit (agile, finesse, reach 0, unarmed) 2d10+3 Piercing

Bite Back Reaction

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


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

Void Healing

A 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 One Action (auditory, emotion, incapacitation, mental)

The skull chooses one creature within 60 feet and antagonizes it mercilessly. The target must attempt a DC 22 will save to resist the effect.


Critical Success The target is unaffected and is 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

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Undead

Once 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.

Unholy

Effects 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.