A bleached humanoid skull with glittering rubies embedded into its eye sockets rests silently.
Speed 0 ft., immobile
At will--magic missile
Str 10, Dex --, Con --, Int -- Wis 11, Cha 1
When a screaming skull detects movement within 40 feet, it emits an ear-shattering roar of tumultuous sounds as a free action that can be heard up to 1,000 feet away. All creatures within 60 feet that hear the sound must make a successful DC 13 Will save or take 1d6 points of sonic damage each round they remain in the area. The screaming also distracts spellcasters attempting to cast spells. A spellcaster within the area must make a successful Concentration check (DC 10 + sonic damage taken) to successfully cast a spell. The screaming lasts for 1d4 rounds before ceasing for one round. After that, the skull remains silent unless a creature is within or moves within 40 feet of it--it then screams again and repeats the above cycle. The save DC is Constitution-based.
Additionally, this cacophonous scream risks attracts wandering monsters. Whenever the skull first screams, the GM makes an additional wandering monster check to determine if nearby creatures come to investigate the source of the disturbance.
Physically touching the screaming skull (including attacks with natural weapons and unarmed attacks) requires the opponent to make a successful DC 13 Will save or be stricken insane as by an insanity spell (caster level 6th). The save DC is Constitution-based.