Does a flaming skull beheaded with burning variant go up +1 CR?


Rules Questions


OK, I want to make a burning screaming skull beheaded.

Burning variant is a +1 CR ability.
Screaming variant is a +0 CR ability.

If I apply them both to a flaming skull beheaded (CR 1/2), does the CR increase to CR 1 really make sense? Is it worth twice the CR as if I had made the monster with the severed head beheaded (CR 1/3 becomes CR 1/2) as the base?


After reading up on Burn and statting the creature up, I might go ahead and say it deserves an increase from CR 1/2 to CR 1. Burn can be rough at low level.

Edit: And fifteen minutes later I'm back to thinking I'll leave them at CR 1/2. AFter all, humn burning skeleton is CR 1/2. Are they more powerful than human burning skeleton?


I looked at flaming skull and I think that its CR is over the top - as a a tiny creature it has to move into its opponent square provoking attack of opportunity each time it tries to attack and may easily kill oneself on sword of first level fighter. Burning severed head has the same problem, more AC but even less hp.


I hadn't even considered that. I'll leave the burning screaming skull (burning and screaming added to flaming skull) at CR 1/2.

I did go ahead and give it vulnerability to cold like a burning skeleton even though that wasn't part of the flaming skull creature or beheaded variants.

The main reason I was thinking it was low CR was because burning persists multiple rounds and at level 1 that can be severe, but if it gets an AoO against it every time it attacks, it doesn't live long enough to do much damage, does it? At least with the Screaming ability, the PCs might be shaken and have a penalty to hit.

Sovereign Court

The joy of the beheaded is as mooks. You just spam them at low to mid level PCs to draw AoOs and soak up attacks so your boss monsters can move around more freely. Use them to attack spellcasters with no weapons handy, harrass familiars and flying animal companions!

--Vrock & awe


I just noticed the flaming skull has no attack modifier listed for its slam attack. You'd think I would have noticed that before I printed out my variant built on it, but no.

It's a tiny undead with 9 STR, 12 DEX, and BAB +0.

So what would its attack modifier for its slam be?

My initial thought would be 0 (BAB) + -1 (STR) + 2 (size) = +1 attack modifier

But then I look at the severed head beheaded and it has +1 attack modifier when it has a +0 STR mod.

Also, is there a rule that lets it get its DEX instead of STR to natural attacks if it's small enough?

I think I'm doing it wrong, but I'm not sure where. Does tiny grant +2 to attack or am I making that up?


Wolf Munroe wrote:
I think I'm doing it wrong, but I'm not sure where. Does tiny grant +2 to attack or am I making that up?

Yes, I'm replying to myself.

I checked the PRD (http://paizo.com/pathfinderRPG/prd/combat.html) and I do have the size modifier correct for a tiny creature (+2).

So now I'm just checking to see if there's a rule that lets tiny creatures apply DEX to their attack rolls instead of STR, and to see if I've missed anything else that might be modifying the attack roll.


OK, it looks like tiny creatures only add their DEX in place of their STR to their CMB, not their AB.

So the flameskull's AB should be:

0 (BAB) + -1 (STR) + 2 (size) = +1 attack modifier

That's what I had the first time.

I'm checking to make sure its CMB (BAB+DEX+special size modifier) is calculated right before I call it a done deal.

Changed CMB from -3 to -1. (0 BAB +1 DEX -2 special size = -1 CMB)
CMD looks correct at 8 (can't be tripped).

If there's anything I'm missing, please let me know.


Wolf Munroe wrote:

I just noticed the flaming skull has no attack modifier listed for its slam attack. You'd think I would have noticed that before I printed out my variant built on it, but no.

It's a tiny undead with 9 STR, 12 DEX, and BAB +0.

So what would its attack modifier for its slam be?

My initial thought would be 0 (BAB) + -1 (STR) + 2 (size) = +1 attack modifier

But then I look at the severed head beheaded and it has +1 attack modifier when it has a +0 STR mod.

Also, is there a rule that lets it get its DEX instead of STR to natural attacks if it's small enough?

I think I'm doing it wrong, but I'm not sure where. Does tiny grant +2 to attack or am I making that up?

You are correct that tiny grants +2 to attack. It seem like the tables are wrong.

For a CR 1 burning flaming skull, I'd suggest using the standard burning skeleton template.
While the creature remains extremely fragile, the area effect attack will ensure it capability to attack without dying from an AoO, and adding some extra when it dies.

Mikro-managing CR at these levels are an art form. Some of the abilities could be quite powerful at low levels but irrelevant for at stronger creature. While the burning property is fairly useful at several levels, belching could make low level encounters really difficult (fliers with ranged touch attacks at 1/2 CR...), but in higher levels the ability can be disregarded.


HaraldKlak wrote:

You are correct that tiny grants +2 to attack. It seem like the tables are wrong.

For a CR 1 burning flaming skull, I'd suggest using the standard burning skeleton template.
While the creature remains extremely fragile, the area effect attack will ensure it capability to attack without dying from an AoO, and adding some extra when it dies.

Mikro-managing CR at these levels are an art form. Some of the abilities could be quite powerful at low levels but irrelevant for at stronger creature. While the burning property is fairly useful at several levels, belching could make low level encounters really difficult (fliers with ranged touch attacks at 1/2 CR...), but in higher levels the ability can be disregarded.

I might come back to the other variants, but right now I just want a flaming head that flies screaming at the party (like in Doom/Doom2). I plan to pair them with burning skeletons and I decided last night that they're probably the creations of a burning skeletal champion with enough caster levels to create them. Haven't decided what class it will be yet. For higher CR flying flaming skull encounters I can convert the skull swarm into a burning screaming skull swarm.

Heh. What I need to be looking at is more non-undead to add to my encounter lists.

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