Skull of Fools

Skull of Fools
Level 7 (+4)
"My house, my rules! I don’t come into your cave and start rearranging all the rocks, do I?! Hey ...down here! Down here! ...wait! ...wait come back, where are you going?! Fine, I will show you my stone collection, but only after you die!"
——Henmotak, a Skull of Fools
This strange undead being is possessed of a sinister intellect, unable to forget its failures in life, and blaming all living things it comes across for its miserable state. The thing appears as an ordinary sized humanoid skull, covered in ice that forever incases the monster. It was once a powerful Mage or Sorcerer who attempted to make the transition from life to lichdom, but made a grievous error in its formula, and now exists in an in-between state. Its life force is tied to the area it died in, its body either missing or destroyed. The skull floats around its magical prison gibbering madly at everything it sees, wishing to impart its insanity and frustration to all who would listen. If an intruder does not succumb to the skull’s bizarre demands, it immediately attacks with the powerful remnants of its cold and death energy spells, wishing to silence anything that does not agree with it.
Awareness
24
Senses
Lifesense, Darkvision
Initiative
27/1d8
Max HP
241
Resilience: +3
Healing Value: 48
Morale
4
Defenses
AC
21/25
Touch
18
Fort
15
Reflex
20
Will
18
Resistances: Cold (10), Mind-Affecting (Imm).
Vulnerabilities:
Attributes / Saving Throws
STR
7 / 13
DEX
19 / 25
CON
12 / 18
INT
24 / 33
WIS
18 / 27
CHA
17 / 26
Saving Throw Modifiers:
Actions
Movement Modes
Flying Shift 5ft / 2
Fly (Hover) 50ft / 3
At-Will
+10 vs AC (Crit 1%/2)
Bite
1d4+4 damage (ArN 0)
REC 3, Reach 1ft
1d4+4 damage
Grapple -1
Special Actions
+10 vs Will
Maddening Presence
Automatic Action (Limit 1/rnd), Range 80ft
Targets up to three creatures within range. On a hit, targets Confused [SE, ST 4d10 vs WIS]. (Advanced)
Skull of Fools Abilities
On each turn, roll 1d6 to determine the actions available to the Skull of Fools.

Any result, choose one of the following:
Basic Attack: Make a Bite attack. (Basic)
Necrotic Blast [FT 3, REC 2]P: Targets one creature within 100ft, +10 vs Reflex. On a hit, target suffers 4d6+7 Necrotic damage. (Basic, Pot 1d4+4, MR Yes)

3 or more, choose one of the following:
Frosty Stare [Grapple] [FT 3, REC 3]: Up to three creatures within 50ft, +10 vs Reflex. On a hit, targets suffer 4d8+7 Cold damage and are Entangled [SE, ST 3d10 vs DEX]. This ability does not grant an Opportunity to adjacent creatures (even when making attacks at range). (Basic, Pot 1d4+4, MR Yes)
Icy Fog [FT 3, REC 1 (Dur: 1d4+2 rds)]: Creates a 50ft diameter area of icy fog within 50ft. The fog grants Total Concealment to all creatures within it, and blocks Line of Sight. The Concealment is downgraded to Partial Concealment for creature adjacent to one another within the fog, or creatures adjacent to the edge of the fog's area. (Basic, Pot 1d4+4, MR No)
Ice Image [FT 3, REC 4 (Limit 1 instance)]: Create 1d4 ice skulls identical to the original that occupy the same area and travel with the Skull of Fools. When the skull is targeted by a Melee or Ranged attack, roll 1d100 to see if the attack targets the Skull of Fools or an Ice Image (50 or below target Ice Image, 51 or above targets Skull of Fools). When an ice skull is hit it explodes, dealing 1d8 Cold damage to all creatures in a 20 ft. diameter burst. If attacked by an area of effect, Skull of Fools takes damage as normal but the ice skulls remain. (Basic, Pot 1d4+4, MR No)

5 or more, choose one of the following:
Enrage [Mind-Affecting] [FT 3, REC 4]P: Targets one creature within 50 ft, +10 vs Will. On a hit, the target is Enraged [SE, ST 4d10 vs WIS]. (Advanced, Pot 1d8+4, MR Yes)
Ice Vortex [FT 4, REC 5]P: Targets all creatures in 40 ft. diameter burst within 200 ft, +10 vs Reflex. On a hit, targets suffer 4d6+20 Cold damage and targets are pulled [1d4 x 5]ft. towards center of burst. Half damage on a miss. (Advanced, Pot 1d8+4, MR Yes)
Overland Movement
50 mi/day
Qualities
Skills: Rank 3 Escape [+11], Rank 5 Stealth [+25], Rank 4 Listen [+13], Rank 5 Spot [+15], Rank 5 Ritual Casting [+15], Rank 4 Knowledge: Planes [+13], Rank 5 Undead Arts [+15], Rank 2 Charm [+9], Rank 5 Deception [+15], Rank 5 Manipulation [+15], Rank 3 Persuasion [+11], Rank 4 Aloofness [+13], Rank 5 Intuition [+15], Rank 3 Suspicion [+11]
Feats: Fast Initiative, Great Morale, Tough
Philosophies: Rank 4 Mental, Rank 1 Physical, Rank 4 Undeath
Combat Training: Cast 3, Melee 2, Parry 2, Fort 1, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common
Composure: 23
Charm
+9
Coercion
-1
Deception
+15
Manipulation
+15
Persuasion
+11
Aloofness
+13
Bravery
+2
Intuition
+15
Tolerance
+4
Suspicion
+11
Prejudices:
    Motives: