Flameskull

Tiny undead, neutral evil

Challenge:

4 /

XP:

1100

Armor Class:

13

Hit Points:

40 (9d4 + 18)

Flying Speed:

40
StrDexConIntWisCha
+1+17+14+16+10+11

Skills:

Arcana: +5, Perception: +2

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Common

Damage Immunities:

Cold, Fire, Poison

Condition Immunities:

Charmed, Frightened, Paralyzed, Poisoned, Prone

Traits

Illumination

The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.

Magic Resistance

The flameskull has advantage on saving throws against spells and other magical effects.

Rejuvenation

If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting

The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:

  • Cantrip (at will): mage hand
  • 1st level (3 slots): magic missile, shield
  • 2nd level (2 slots): blur, flaming sphere
  • 3rd level (1 slot): fireball

Actions

Multiattack

The flameskull uses Fire Ray twice.

Fire Ray

Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

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