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
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