Severed Head
Creature -1 — mindless, undead, unholy
FlankerLANDAERIALundeadunholy
The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it. Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.
Source: pathfinder-monster-core-2
Perception +6; darkvision
Skills acrobatics +6 (+8 to Maneuver in Flight), athletics +4
Str
+1
Dex
+2
Con
+0
Int
-5
Wis
+2
Cha
+0
AC 15
Fort +4
Ref +6
Will +4
HP 7 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious, mental
Weaknesses vitality 1
Speed 15 feet, fly 25 feet
Offense
Melee Jaws (agile, finesse, unarmed) +6, Damage 1d4+1 piercing
Abilities
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.
Gnash —
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline threat keeps the party occupied while the fast, fragile flier darts in for opportunistic bites.
SnareLAND / AERIALA controller that grounds or slows the party makes it harder to swat down the erratic flier before it can Strike again.
CrasherLAND / AERIALA heavy melee threat forces hard action-economy choices while the severed head adds a persistent, hard-to-catch nuisance.
PUNISHES
✖ grounded melee without reach✖ single-target focus fire
Avoid relying on this creature alone; without a stronger anchor threat it offers little beyond minor chip damage.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Severed Head in the encounter builder — free, no install.
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