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Medusa Head, Belching

This humanoid head floats silently and ominously, bits of flesh still hanging from its face and graying teeth clattering slightly as it bobs in the air.

Belching Medusa Head
CR 4

XP 1,200
NE Small undead
Init +1; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 30 (4d8+12)
Fort +3, Ref +2, Will +4
Immune undead traits

OFFENSE

Speed fly 40 ft. (perfect)
Melee bite +6 (1d4+2 plus petrifying bite)
Ranged (ranged touch) belch +4 (1d6 [acid, cold, electricity or fire])
Special Attacks belching

STATISTICS

Str 14, Dex 12, Con –, Int –, Wis 11, Cha 15
Base Atk +3; CMB +4; CMD 15 (can’t be tripped)
Feats Flyby AttackB
Languages common

SPECIAL ABILITIES

Belching (Ex)

A belching beheaded gains the ability to spew raw energy from its mouth, giving it a ranged touch attack that does 1d6 damage of a specific type (acid, cold, electric, or fire) chosen at the time of the beheaded’s animation

Petrifying Bite (Su)

Creatures bitten by a medusa head must make a DC 14 Fortitude save or turn to stone for 1d4 rounds. Targets immune to poison are immune to this effect. The save DC is Charisma-based.

ECOLOGY

Environment any
Organization solitary, pair, or trio
Treasure none

Beheaded are floating skulls or severed heads whose bodies have long since abandoned them, either in the moment of death or long after. Reanimated via dark magic, these horrors are usually created as mindless sentinels for dungeons or lairs. Beheaded silently hover at about eye-level, often making them the last thing a casual wanderer or careless villager in an infested area ever sees.

Section 15: Copyright Notice
Pathfinder 43: Haunting of Harrowstone. Copyright 2011, Paizo Publishing, LLC, Author: Michael Kortes