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Flaming Skull Skeletal ChampionCreature 2

Source Pathfinder Society Scenario #1-11: Flames of Rebellion
Perception +8 (darkvision)
Languages Common, Necril
Skills Acrobatics +8, Athletics +7, Intimidation +7
Str +3, Dex +4, Con +1, Int -1, Wis +2, Cha +1

AC 19 21 with shield raised; Fort +7; Reflex +10; Will +6;
HP 20 (negative healing)
Speed 25 feet
Immunities death effects, disease, fire, paralyzed, poison, unconscious
Resistances Cold 5, Electricity 5, Piercing 5, Slashing 5

Longsword One Action +9 (+4, -1) to hit (versatile p) 1d8+3 Slashing
Burning Jaws One Action +10 (+6, +2) to hit (agile, finesse) 1d4 Fire + 1d4+3 Slashing
Lance One Action +9 (+4, -1) to hit (deadly d8, jousting d6, reach 10) 1d8+4 Piercing


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 Healing

A 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.

Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Screaming Skull Two Actions (auditory, emotion, fear, mental)

The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. It then attempts to Demoralize: Intimidation each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is Blinded until then.



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.


A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are -5. They are immune to all mental effects.


This undead is made by animating a dead creature's skeleton with negative energy. An ability with this trait can be used or selected only by skeletons.