Guillotine Head
During times of great killing, the heads of those killed by a guillotine or similar device are placed in great baskets as trophies. With so much death, necromantic energies from the Shadowfell can send tendrils of unlife into these heads, causing them to awaken. A guillotine head has but one goal, to kill the one who removed their head.
Some heads will form into a massive swarm of heads, sweeping across like an angry wave of undeath. If they are able to find their bodies, they can reattach themselves, turning into ghouls, zombies, or even ghasts. The heads are all driven by their need to rip and tear flesh with their teeth.
Guillotine Head
Tiny undead, neutral evil
- Armor Class 11
- Hit Points 10 (4d4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 4 (-3)
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Poisoned
- Senses passive Perception 11
- Languages understands the languages it knew in life but can’t speak
- Challenge 1/8 (25 XP)
Rolling Movement. The head can only move forward by rolling, it can not climb stairs and can only ascend gentle slopes.
Turn Immunity. The head is immune to effects that turn undead.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Grinding Teeth (Recharge 6). The head grinds its teeth, causing pain and discomfort to all living creatures within 30 feet. A creature that can hear the grinding noise must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. While a creature is frightened, they take an additional 2 (1d4) psychic damage if any guillotine head successfully bites them.
A frightened creature can repeat the saving throw at the end of their turn, ending the effect on a success. This has no effect on constructs or undead creatures.