Crawling Head CR 20
Huge CE undead Init +6; Senses darkvision 60 ft.; Listen +9, Spot +9
Languages common; true seeing
AC 18, touch 12, flat-footed 16; SR 31
(+2 Dex, +6 natural)
hp 37 (5 HD); DR 15/magic
Immune electricity, sonic
Weakness Water vulnerability
Fort +7, Ref +6, Will +5
Speed 20 ft., climb 20 ft.
Melee bite () and
Melee 4 tentacles ()
Base Atk +14; Grp +32
Atk Options Cacophony, constrict , expertise, great cleave, improved disarm, improved grab, improved trip, vorpal bite
Spell-Like Abilities (CL 6th) DC 17+ spell level:
At will—animate dead, control undead, death knell, inflict serious wounds, fear, gentle repose,shield, speak with dead
3/day—create undead, create greater undead, finger of death, wail of the banshee.
Abilities Str 30, Dex 7, Con —, Int 20, Wis 19, Cha 25
SQ undead traits, Absorb head
Feats Cleave, Expertise, Great Cleave, Improved Critical (bite), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Spell Penetration, Weapon Focus (bite)
Skills Climb +49, Concentration +38, Knowledge (arcana) +36, Knowledge (religion) +36, Search +36, Spellcraft +38 (+40 deciphering scrolls), Spot +35, Survival +4 (+6 following tracks), Use Magic Device +38 (+40 scrolls)
[small] Cacophony (Su)
When a crawling head attacks, the heads stored in its body screech, howl, and cry out in pain. If a crawling head has at least ten stored heads, the horrendous noise it makes strikes fear into nearby creatures. All creatures within 60 feet of the crawling head must make a Will save each round (DC 24) or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class (if any) and can take no actions. Foes gain a +2 bonus on their attack rolls to hit cowering creatures. This is a sonic, mind-affecting effect.
Constrict (Ex)
With a successful grapple check, a crawling head can crush a grabbed opponent, dealing 1d8+5 points of bludgeoning damage.
Improved Grab (Ex)
If a crawling head hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the crawling head has the option to conduct the grapple normally, or simply use its tentacles to hold the opponent (–20 penalty on grapple check, but the crawling head is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle and constrict damage.
Vorpal Bite (Ex)
On a successful critical hit, a crawling head’s bite attack severs the opponent’s head (if it has one) from its body. Some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, but most creatures die when their heads are cut off.
Absorb Head (Su)
As a free action, a crawling head can swallow the head of a Large or smaller creature that it has beheaded with its vorpal bite attack. On the following round, the victim’s head becomes one of the heads stored in the creature’s body. A crawling head can store a number of heads equal to its Hit Dice. It can absorb one of these heads as a free action (maximum one head per round) to quicken a spell-like ability, to heal itself as if it had been targeted with a harm spell, or to grant itself a +6 enhancement bonus for 1 hour to one of its ability scores. A randomly encountered crawling head has heads stored.
Water Vulnerability (Ex)
Water affects a crawling head in the same manner that acid affects most creatures. Water deals points of damage to the creature per round of exposure except in the case of total immersion (such as in a deep pool of water), which deals points of damage per round. An attack with water, such as from a hurled vial or the create water spell, counts as 1 round of exposure.
Huge CE undead Init +6; Senses darkvision 60 ft.; Listen +9, Spot +9
Languages common; true seeing
AC 18, touch 12, flat-footed 16; SR 31
(+2 Dex, +6 natural)
hp 37 (5 HD); DR 15/magic
Immune electricity, sonic
Weakness Water vulnerability
Fort +7, Ref +6, Will +5
Speed 20 ft., climb 20 ft.
Melee bite () and
Melee 4 tentacles ()
Base Atk +14; Grp +32
Atk Options Cacophony, constrict , expertise, great cleave, improved disarm, improved grab, improved trip, vorpal bite
Spell-Like Abilities (CL 6th) DC 17+ spell level:
At will—animate dead, control undead, death knell, inflict serious wounds, fear, gentle repose,shield, speak with dead
3/day—create undead, create greater undead, finger of death, wail of the banshee.
Abilities Str 30, Dex 7, Con —, Int 20, Wis 19, Cha 25
SQ undead traits, Absorb head
Feats Cleave, Expertise, Great Cleave, Improved Critical (bite), Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Spell Penetration, Weapon Focus (bite)
Skills Climb +49, Concentration +38, Knowledge (arcana) +36, Knowledge (religion) +36, Search +36, Spellcraft +38 (+40 deciphering scrolls), Spot +35, Survival +4 (+6 following tracks), Use Magic Device +38 (+40 scrolls)
[small] Cacophony (Su)
When a crawling head attacks, the heads stored in its body screech, howl, and cry out in pain. If a crawling head has at least ten stored heads, the horrendous noise it makes strikes fear into nearby creatures. All creatures within 60 feet of the crawling head must make a Will save each round (DC 24) or cower in fear. Cowering creatures lose their Dexterity bonus to Armor Class (if any) and can take no actions. Foes gain a +2 bonus on their attack rolls to hit cowering creatures. This is a sonic, mind-affecting effect.
Constrict (Ex)
With a successful grapple check, a crawling head can crush a grabbed opponent, dealing 1d8+5 points of bludgeoning damage.
Improved Grab (Ex)
If a crawling head hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +32). If it gets a hold, it also constricts on the same round. Thereafter, the crawling head has the option to conduct the grapple normally, or simply use its tentacles to hold the opponent (–20 penalty on grapple check, but the crawling head is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tentacle and constrict damage.
Vorpal Bite (Ex)
On a successful critical hit, a crawling head’s bite attack severs the opponent’s head (if it has one) from its body. Some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, but most creatures die when their heads are cut off.
Absorb Head (Su)
As a free action, a crawling head can swallow the head of a Large or smaller creature that it has beheaded with its vorpal bite attack. On the following round, the victim’s head becomes one of the heads stored in the creature’s body. A crawling head can store a number of heads equal to its Hit Dice. It can absorb one of these heads as a free action (maximum one head per round) to quicken a spell-like ability, to heal itself as if it had been targeted with a harm spell, or to grant itself a +6 enhancement bonus for 1 hour to one of its ability scores. A randomly encountered crawling head has heads stored.
Water Vulnerability (Ex)
Water affects a crawling head in the same manner that acid affects most creatures. Water deals points of damage to the creature per round of exposure except in the case of total immersion (such as in a deep pool of water), which deals points of damage per round. An attack with water, such as from a hurled vial or the create water spell, counts as 1 round of exposure.

