Shade
Monster Junkie
Arcane Head
http://www.enworld.org/forum/showthread.php?t=219604&page=52
Arcane Head
Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: Fly 50 ft. (10 squares)(average)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/+8
Attack: Bite +8 melee (1d6-3)
Full Attack: Bite +8 melee (1d6-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Stunning dive, summon or dispatch mistress
Special Qualities: Darkvision 60 ft., flight, spell resistance 6, telepathic bond, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 5, Dex 21, Con —, Int 10, Wis 13, Cha 12
Skills: Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10
Feats: Alertness, Hover (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or flock (13)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —
A severed humanoid head floats through the sky, tracing mystical patterns in the air as it travels. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth appear long and sharp, and its neck appears to have been sewn shut where it was severed from its body.
Arcane heads are created by hags from previous victims. These specialized undead serve the hags as scouts, and have been known to carry a covey's hag eye to allow the hags remote viewing.
Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.
Arcane heads feed on the flesh of corporeal beings, preferring the taste of live prey, but have also been known to consume other undead.
An arcane head is about 1 foot in diameter and weighs 5 to 8 pounds.
Arcane heads understand Common but cannot speak. They constantly emit low, pathetic moans and the grinding of sharp teeth. They are able to communicate with their creators through their telepathic bond.
COMBAT
Arcane heads prefer to make stunning dive attacks, then bite foes while they are stunned or dazed.
Flight (Su): An arcane head can fly at a speed of 50 feet. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.
Stunning Dive (Su): An arcane head can make a dive attack to attempt to stun a target with a mere touch. A creature hit by an arcane head's stunning touch attack is stunned for 1d4+1 rounds. A successful DC 12 Fortitude save reduces the effect to dazed for 1d4+1 rounds. The save DC is Charisma-based.
Summon or Dispatch Mistress (Sp): A group of arcane heads can summon the hag that created them, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. The hag then appears in the center of the circle as if transported by a greater teleport spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport).
If an arcane head is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption the hag will appear. This is the equivalent of a 6th level spell (CL 13th).
Telepathic Bond (Sp): An arcane head can communicate telepathically with the hag that created it as per the spell telepathic bond (caster level 10th). If this bond is dispelled the head's mistress can restore it with a standard action, but the hag must be within 30 ft of the arcane head.
The Arcane Heads of Mullonga
Mullonga, the aboriginal witch of the Nightmare Court, has a specialized flock of arcane heads at her beck and call. The heads serve as Mullonga’s spies throughout the Terrain Between, checking on the activities of dream spawn, wanderers, and even the other members of the Nightmare Court. The heads specifically search for wanderers for use in Mullonga's arcane experiments. If she has no immediate use for a wanderer, the victim is cast into a dreamscape for safekeeping. When not prowling the dark hours on behalf of their mistress, this flock of arcane heads rests in one of the tenements in Mullonga’s ever-shifting Ghettoes.
Mullonga's arcane heads have 6 Hit Dice and the elite array (giving them Str 6, Dex 25, Con —, Int 10, Wis 14, Cha 17). They can advance to 8 Hit Dice. The following ability replaces summon mistress:
Summon or Dispatch Mullonga (Sp): A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport and/or plane shift spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport and plane shift).
If an arcane head of Mullonga is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th level spell (CL 15th).
Orginally appeared in Nightmare Lands (1995).
http://www.enworld.org/forum/showthread.php?t=219604&page=52
Arcane Head
Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: Fly 50 ft. (10 squares)(average)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/+8
Attack: Bite +8 melee (1d6-3)
Full Attack: Bite +8 melee (1d6-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Stunning dive, summon or dispatch mistress
Special Qualities: Darkvision 60 ft., flight, spell resistance 6, telepathic bond, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 5, Dex 21, Con —, Int 10, Wis 13, Cha 12
Skills: Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10
Feats: Alertness, Hover (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or flock (13)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —
A severed humanoid head floats through the sky, tracing mystical patterns in the air as it travels. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth appear long and sharp, and its neck appears to have been sewn shut where it was severed from its body.
Arcane heads are created by hags from previous victims. These specialized undead serve the hags as scouts, and have been known to carry a covey's hag eye to allow the hags remote viewing.
Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.
Arcane heads feed on the flesh of corporeal beings, preferring the taste of live prey, but have also been known to consume other undead.
An arcane head is about 1 foot in diameter and weighs 5 to 8 pounds.
Arcane heads understand Common but cannot speak. They constantly emit low, pathetic moans and the grinding of sharp teeth. They are able to communicate with their creators through their telepathic bond.
COMBAT
Arcane heads prefer to make stunning dive attacks, then bite foes while they are stunned or dazed.
Flight (Su): An arcane head can fly at a speed of 50 feet. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.
Stunning Dive (Su): An arcane head can make a dive attack to attempt to stun a target with a mere touch. A creature hit by an arcane head's stunning touch attack is stunned for 1d4+1 rounds. A successful DC 12 Fortitude save reduces the effect to dazed for 1d4+1 rounds. The save DC is Charisma-based.
Summon or Dispatch Mistress (Sp): A group of arcane heads can summon the hag that created them, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. The hag then appears in the center of the circle as if transported by a greater teleport spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport).
If an arcane head is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption the hag will appear. This is the equivalent of a 6th level spell (CL 13th).
Telepathic Bond (Sp): An arcane head can communicate telepathically with the hag that created it as per the spell telepathic bond (caster level 10th). If this bond is dispelled the head's mistress can restore it with a standard action, but the hag must be within 30 ft of the arcane head.
The Arcane Heads of Mullonga
Mullonga, the aboriginal witch of the Nightmare Court, has a specialized flock of arcane heads at her beck and call. The heads serve as Mullonga’s spies throughout the Terrain Between, checking on the activities of dream spawn, wanderers, and even the other members of the Nightmare Court. The heads specifically search for wanderers for use in Mullonga's arcane experiments. If she has no immediate use for a wanderer, the victim is cast into a dreamscape for safekeeping. When not prowling the dark hours on behalf of their mistress, this flock of arcane heads rests in one of the tenements in Mullonga’s ever-shifting Ghettoes.
Mullonga's arcane heads have 6 Hit Dice and the elite array (giving them Str 6, Dex 25, Con —, Int 10, Wis 14, Cha 17). They can advance to 8 Hit Dice. The following ability replaces summon mistress:
Summon or Dispatch Mullonga (Sp): A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport and/or plane shift spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport and plane shift).
If an arcane head of Mullonga is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th level spell (CL 15th).
Orginally appeared in Nightmare Lands (1995).
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