Arcane heads are the severed, magically animated heads of wanderers who died in Ouliandris. They are controlled by Nightlords and serve in flocks of 2-13. Arcane heads fly through the air searching for wanderers. They can bash victims to stun them or bite for 1d6 damage. With 5 heads spinning together, they can open a portal for their controlling Nightlord.
Arcane heads are the severed, magically animated heads of wanderers who died in Ouliandris. They are controlled by Nightlords and serve in flocks of 2-13. Arcane heads fly through the air searching for wanderers. They can bash victims to stun them or bite for 1d6 damage. With 5 heads spinning together, they can open a portal for their controlling Nightlord.
Arcane heads are the severed, magically animated heads of wanderers who died in Ouliandris. They are controlled by Nightlords and serve in flocks of 2-13. Arcane heads fly through the air searching for wanderers. They can bash victims to stun them or bite for 1d6 damage. With 5 heads spinning together, they can open a portal for their controlling Nightlord.
Arcane heads are the severed, magically animated heads of wanderers who died in Ouliandris. They are controlled by Nightlords and serve in flocks of 2-13. Arcane heads fly through the air searching for wanderers. They can bash victims to stun them or bite for 1d6 damage. With 5 heads spinning together, they can open a portal for their controlling Nightlord.
Hit Dice 2* Size T (1') Move Fly 30 (15) Attacks 1 bite or special Damage 1d6 No. Appearing 2-13 Save as F2 Morale 8 Treasure Nil Intelligence Average (10) Alignment Chaotic XP Value 35 Monster Type Undead Frequency Very Rare Terrain Ouliandris; any
them in their occult experiments. If they have no immediate use for a
Arcane heads are the severed heads of wanderers whose physical wanderer, he or she is cast into a NNightmare Prison for safekeeping. bodies died in Ouliandris. The heads are then magically animated by one As supernatural creatures, arcane heads have no place in the natural of the Nightlords. A flock of up to 13 arcane heads serve The Night Lords, order. They feed on the flesh of physical beings, preferring the taste of live searching for physical wanderers traveling in the Nightmare Lands. wanderers though they also sustain themselves with the flesh of lost souls An arcane head looks much as it did in life, except that it has no body. created in Ouliandris. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth are much sharper than those of a normal human, and its neck has been sewn shut where it was severed from its body. An arcane head moves through the power of magical flight, tracing mystical patterns in the air as it travels. When the mystic patterns of several heads are combined in a specific way, a portal opens through which its Nightlord controller may travel to reach its ghastly servants. The only sounds made by an arcane head are low, pathetic moans and the grinding of sharp teeth. It appears they can communicate with its Nightlord in some way, but they do not speak or otherwise talk to their victims. Arcane heads always attack in a flock, flying around their victims and darting in to bite or bash. In the first round of combat, the heads dive at a victim, trying to employ their special bash attack. A bash attack requires a successful attack roll. It is actually a magical attack that inflicts no physical damage. Instead, the victim must make a saving throw vs. spell or be stunned by the touch of the head’s arcane aura for 1d4+1 rounds. Stunned characters suffer automatic bite damage round from any arcane heads that attack them. Each head bites for 1d6 points of damage. The speed and small size of each head accounts for its Armor Class. If held in place (such as by a web spell), a head only has an AC 7. In addition to flight and the bash attack, the heads use their arcane powers to open a magical portal controlled by a Nightlord. It takes at least five heads spinning in unison for 1d4+1 rounds to open the portal. Its Nightlord can step through the portal or use it to transport wanderers into a the Nightlord’s Demesne. When not prowling the dark hours on behalf of their Nightlord, the flock of arcane heads rests in one of the caverns or decimated forests of Ouliandris. There are never more than 13 heads in the flock. If any are destroyed. the Nightlord makes an effort to replace them as soon as possible. The heads serve as that Nightlord’s spies throughout the Ouliandris, checking on the activities of wanderers and other Nightlords. The heads specifically search for wanderers so that their Nightlord can use