Yes bond1 has done it. But the model has to be made for it. Animation needs to be made, and then it will need to be scripted.
But with what you have you could have the one with the head when you hit it with the axe to destroy and activate the other entity.
Do you have the script disappearactivate.fpi? try it in the destroy part of the first entity.
;Artificial Intelligence Script
;Header
desc = Fade Out Disappear and Activate entity specified in IFUSED field
;Triggers
:state=0:state=1,activateifused=1
;:state=1,alphafadeequal=100:decalphafade=0
:state=1,alphafadeequal=0:state=2,destroy
;End of Script
Enter the name of the headless entity into the ifused spot of the headed entity. Set the spawn on start to no on the headless one. maximun spawn, spawn max at anytime, and Number to spawn to 1.
Move the headless entity into the same spot as the headed one.
Hope that helps.
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