Shrieking Skull
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
This spell is considered contraband in Sair.
Arcane 4 Type: necromancy, esoteric
Range: 45’ Duration: 1 turn
This spell allows the caster to animate the skull of a single human or humanoid. The shrieking skull acts according to the caster’s will, doing whatever is mentally commanded of it.
The caster can give verbal orders to the shrieking skull when he first animates it and thereafter anytime it is in line of sight on his initiative. Complex or extensive orders require the caster to expend action in lieu of moving, but simple orders (“protect me!”) do not require an action. Orders can be given in any language the caster speaks. The shrieking skull will mindlessly obey whatever orders it is given to the best of its (limited) ability. It cannot accomplish tasks that require abstract thought or higher reasoning. If it completes all of its orders, or for whatever reason is physically unable to obey its orders, the shrieking skull will simply remain stationary until it receives new orders. The shrieking skull acts on its own initiative each round.
The skull has 4+4 Hit Dice and an AC of 9. It can fly with a combat speed of 60’. It can attack with a bite or a fearful shriek. The bite deals 1d6 piercing damage and can induce fear in the bitten creature. The fearful shriek can affect all living creatures within 10’ of the shrieking skull. A living creature bitten by the skull or within the area of effect of its piercing shriek must make a Paralysis saving throw or it becomes frightened for 2 turns. If the save succeeds, the creature is not affected by the fear. When the shriek is used, or at the end of the spell’s duration (whichever comes first), the skull crumbles to the floor. The skull cannot be turned.
- Shrieking Skull: MV 60’/180’ (fly), AC 9, HD 4+4, #AT 1, DG 1d6 + fear or shriek, SV C5, ML +4, AL C