Flaming Skull Skeleton Guard
CREATURE -1Variant skeleton guard
+2; darkvision
Acrobatics +6, Athletics +2
Str +0, Dex +4, Con +0, Int -5, Wis +0, Cha +0
AC 16; Fort +2, Ref +8, Will +2
HP 4, void healing; Immunities bleed, death effects, disease, fire, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, piercing 5, slashing 5
Void Healing
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
25 feet
Melee Jaws +6 (agile, finesse, unarmed), Damage 1d4 piercing plus 1d4 fire
Ranged Shortbow +6 (deadly d10, reload 0, range increment 60 feet), Damage 1d6 piercing
Screaming Skull (auditory, emotion, fear, mental)
The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. It then attempts to Demoralize: Intimidation each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is Blinded until then.
Pathfinder Society Scenario #1-11: Flames of RebellionOGL