Festering GnasherCreature 1
Source Pathfinder Book of the Dead
Perception +8 (darkvision)
Languages none
Skills Acrobatics +7
Str +3, Dex +4, Con +1, Int -3, Wis +3, Cha +0
AC 16; Fort +4; Reflex +9; Will +6;
HP 18 (negative healing)
Speed 15 feet (fly 25 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Positive 2
Jaws +9 (+5, +1) to hit (agile, finesse, reach 0) 1d4+3 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.
Brain Rot (disease)Saving Throw DC 14 fortitude
Onset 1 day
Stage 1 Stupefied 1 (3 days)
Stage 2 Stupefied 2 and Slowed 1 (1 day)
Stage 3 Paralyzed with spasms (1 day)
Stage 4 death
A festering gnasher is a floating head covered in infectious pustules and hollowed out by decay.
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
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.