A monster composed of the skull of a dead person. The name bloody head is thought to come from how blood-like the red flames surrounding it appear, but since there are others who say it’s because of how it sucks the blood of its victims and even more who say it comes from how it turned red from the anger it felt after dying, it is not fully understood. The only thing that is known for sure is that as soon as it sees a living thing, it is quick to try and sink its teeth into it.
Bloody Head (CR 6)
XP 2,400
NE Tiny Undead
Init +1; Senses Darkvision 60 ft.; Perception +12
DEFENSE
AC 17, touch 13, flat-footed 16 (+1 dex, +4 natural, +2 size)
hp 52 [80] (8d8+16)
mp 14
Fort +4, Ref +3, Will +7
Immune Undead Traits; Resist Ice 15
Weakness Fire and Holy
Tactics
During Combat The bloody head will start with chill and dread spikes 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 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 damaging spells trying to get as many foes as possible. When out of MP, the bloody 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 +9 (1d4-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Chill, Dust, Pumpkin Head
Spells Known (SC CL 8th, Concentration +10)
1st (DC 13) – blizzard, dark, fear, ruin
2nd (DC 14) – blizzard II, dark II, poison, silence
STATISTICS
Str 8, Dex 12, Con –, Int 14, Wis 12, Cha 14
Base Atk +6; CMB +3; CMD 14 (can’t be tripped)
Feats Combat Casting, Dazzling Display, Power Attack, Weapon FinesseB, Weapon Focus(bite)
Skills Fly +20, Intimidate +12, Perception+12, Stealth +16
Languages Common (cannot speak)
SPECIAL ABILITIES
Chill (Su)
2/day, the bloody head enchants a biting cold to it’s teeth for 8 rounds. The bloody 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 16) 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 bloody 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 16 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 1d6+1 rounds, a bloody 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 (+9) and deals extra damage based on the number of hit points the bloody 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).