2025-11-23

Fantasy Monster: Talking Heads

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Talking Heads

A rather big head of elderly gnome-like entity floats in the air with a rather dismissive smirk, and a mercurial glint in the eyes.

CR 5; XP 1,600
N Small Fey
Init +5; Senses low-light vision; Perception +20

Defense
AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 54 (12d6+12)
Fort +4; Ref +12; Will +8
Defensive Abilities evasion; DR 5/cold iron

Offense
Speed fly 40 ft. (perfect)
Melee headbutt +7 (2d4)
Special Attacks cutting remarks (30 ft., 5d6 sonic, DC 19 Will negates)

Statistics
Str 10, Dex 20, Con 12, Int 13, Wis 13, Cha 17
Base Atk +6; CMB +5; CMD 27
Feats Alertness, Defensive Combat Training, Dodge, Flyby Attack, Hover, Mobility
Skills Escape Artist +20, Fly +30, Knowledge (any) +7, Perception +20, Perform (comedy) +18, Perform (oratory) +18, Perform (sing) +18, Sense Motive +20
Languages tongues
SQ catch up, not-so-omniscient

Ecology
Environment any
Organization narrator, pair of commentators, chorus (3–12)
Treasure standard

Special Abilities

Catch Up (Su) Talking heads can catch up with their marks, teleporting nearby them as if using greater teleport with a full-round action. Talking heads have to narrate some sort of catching-up with the "protagonists" immediately after they do so, so they can't use this ability while silenced. The whole group of talking heads moves at once with this effect. This is a language-dependent teleportation effect.

Cutting Remarks (Su) Talking heads can blast others with particularly vicious comments, dealing 5d6 points of sonic damage to one or more creatures within 30 feet that fail a Will saving throw (DC 19). This is a language-dependent sonic effect. The saving throw DC is Charisma-based.

Not-So-Omniscient (Ex) Talking heads know a lot about everything, though their knowledge is mostly superficial and inconsistent, allowing them to make any Knowledge checks untrained, with bonus equal to half their HD (already listed in their skills).


Talking heads are entities that occasionally come from the Otherworld to follow interesting people and groups and provide a constant stream of narration, commentary, or even a song and a-cappella background music.

Talking heads can't really hold their tongue – they seem to be unable to keep silent for long, even threats and bribery works for depressingly short periods of time. They can follow their chosen marks for days or weeks before they find someone more interesting. They can be rid off by being extremally boring for an extended period of time, keeping them silenced for a few days, or killing them, though the last can draw wrath and vengeance of more powerful Fey and even stranger entities, for some reason – it's like some greater beings listened to the talking heads antics for entertainment...

Occasionally, patient adventurers can benefit from listening to talking heads' narration, learning about overlooked details and context they didn't know about. More often, talking heads disrupt attempts at using stealth, subterfuge, and disguise, sharing with everyone nearby about what actually happens.


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