Tiny undead, Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 40 (9d4 + 18) |
| Speed | 0 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +5, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | lightning; necrotic; piercing |
| Damage Immunities | cold; fire; poison |
| Condition Immunities | charmed; frightened; paralyzed; poisoned; prone |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common |
| Challenge | 4 |
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.
The flameskull has advantage on saving throws against spells and other magical effects.
If the flameskull is destroyed, it regains all its hit points in 1 hour unless Holy Water (Flask) is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
The flameskull uses Fire Ray twice.
Ranged Spell Attack Roll: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
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:
Cantrips: mage hand
Level 1 (3 slots): magic missile, shield
Level 2 (2 slots): blur, flaming sphere
Level 3 (1 slots): fireball
Tiny undead, Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 40 (9d4 + 18) |
| Speed | 5 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 1 (-5) | 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 11 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +5, Perception +2 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | fire; necrotic; poison |
| Condition Immunities | charmed; exhaustion; frightened; paralyzed; poisoned; prone |
| Senses | Darkvision 60 ft., passive Perception 12 |
| Languages | Common plus two other languages |
| Challenge | 4 |
The flameskull sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
The flameskull has Advantage on saving throws against spells and other magical effects.
If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast on them.
The flameskull makes two Fire Ray attacks.
Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 13 (3d6 + 3) Fire damage.
The flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: Mage Hand
1/day: Fireball
2/day: Magic Missile (level 2 version)