Psychic Aura. The Skull creates an area of psychic sensitivity that extends 10ft from it. Any ability, feat or spell used while in this aura can be used by the Skull on its next turn.
Multiattack. The Skull makes three psychic screech attacks. Each must be to different targets.
Psychic Screech. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) 1d10+4 psychic damage.
Incept. The Skull attempts to take control of a creature. In order to do so, Skull must be within melee range of the creature. The creature then must pass a DC 12 WIS Save. If the creature was dealt psychic damage this round, the DC is 15. On a pass, nothing happens to the creature. On a fail, the creature's next action can be modified by Skull.
Reactive. The Skull can take one reaction on every turn in combat.
Retreat. As a reaction to being hit, the Skull can use half its movement speed to get away.
Distort. As a reaction to a creature moving within its true sight, the Skull can use its psychic energy to make itself harder to hit, granting it an AC boost of 4 for the next attack.
The Floating Skulls will fight in packs, often attempting to cover a larger area with their collective Psychic aura. If they notice a creature is vulnerable to their incept ability, they will attempt to swarm it and keep the creature under their control. Most of the time, these monstrosities can be seen accompanying a larger monster.
The Floating skull can be found in almost all environments. However, in Hitorik, they are often found in the swamps of Undric.
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