| Mage Skull Diminutive Undead Hit Dice: 4d12 (26 hp) Initiative: +4 (Dex) Speed: 5 ft., fly 40 ft. (perfect) AC: 20 (+4 size, +4 Dex, +2 natural) Attacks: Bite +3 melee, ray +10 ranged Damage: Bite 1d2-3 Face/Reach: 1 ft. by 1 ft. /0 ft. Special Attacks: Spells Special Qualities: Undead, damage reduction 5/+1 Saves: Fort +1, Ref +5, Will +5 Abilities: Str 4, Dex 19, Con -, Int 12, Wis 12, Cha 17 Skills: Concentrate +10, Hide +23, Knowledge (arcana) +8, Listen +10, Move Silently +11, Spellcraft +8, Spot +10 Feats: Alertness, Combat Casting, Flyby Attack Climate/Terrain: Any land and underground Organization: Solitary or swarm (2-4) Challenging Rating: 4 Treasure: None Alignment: Usually neutral evil Advancement: 5-12 HD (Diminutive) Sinister spellcasters sometimes enjoy tormenting their old rivals after death. The mage skull is one example of this. The mage skull is the skull (and sometimes withered skin) of a skilled sorcerer animated with powerful necromantic magic. Whatever the nature of its face, its eyes blaze with a hateful green light. They can Common and Draconic. Combat The mage skull generally has two tactics, blast its foes with spells or counterspell as its allies swarm its foes. Spellcasting: A mage skull casts spells as a sorcerer of its HD (save DC 13 + spell level). It can cast any spell that does not require a material component costing more than 1 gp. A typical mage skull can cast spells as shown below: Spells/Day: 6/6/4 Spells Known: 0th-detect magic, light, mending, ray of frost, read magic, resistance 1st-magic missile, shield, burning hands 2nd-web |