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Zombie Head CR: 1/4

Tiny undead, unaligned
Armor Class: 12
Hit Points: 7 (2d4+2)
Speed: 10 ft

STR

2 -4

DEX

11 +0

CON

13 +1

INT

8 -1

WIS

11 +0

CHA

12 +1

Damage Immunities: poison
Condition Immunities: charmed, poisoned, prone
Senses: darkvision 60ft, passive perception 10
Languages: Common
Challenge Rating: 1/4

Turn Defiance
The Zombie Head and any undead it chooses within 30 feet of it have advantage on saving throws against effects that turn undead.  
Undead Fortitude
If damage reduces the Zombie Head to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Zombie Head drops to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4)   Talking Head (1/day): The Zombie Head targets one creature it can see within 30 feet of itself. The creature must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

The faithful severed zombie head is a popular choice among necromancers and practitioners of the dark arts. Who else would be caught "dead" carrying a zombie's head, and speaking to it as a companion? When not being carried or stored in a bag, the Severed Zombie Head rolls faithfully on the ground by its master's side, ready to snap decaying jaws at enemies.   Players are encouraged to give their Zombie Head a name and a personality. The zombie head could be related to a race of the players choosing. Maybe it's the severed head of a long time friend or bitter rival?

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