Severed HeadCreature -1
Source Pathfinder Bestiary 3
Perception +6 (darkvision)
Languages none
Skills Acrobatics +6
Str +1, Dex +2, Con +0, Int -5, Wis +2, Cha +0
AC 15; Fort +4; Reflex +6; Will +4;
HP 7 (negative healing)
Speed 15 feet (fly 25 feet)
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses Positive 1
Jaws +6 (+2, -2) to hit (agile, finesse) 1d4+1 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.
GnashRequirements The beheaded's previous action was a jaws Strike that dealt damage to its target.
Effect The severed head makes a second jaws Strike as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional 1d4 slashing damage and 1 Persistent Bleed Damage.
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.
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.
MindlessA 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.