Flameskull

Tiny
undead
,
neutral evil
Challenge
4
(1,100 XP)
Armor Class:
13
Hit Points:
40
(9d4 + 18)
STR
1
(-5)
DEX
17
(+3)
CON
14
(+2)
INT
16
(+3)
WIS
10
(+0)
CHA
11
(+0)
Speed:
0 ft., fly 40 ft. (hover)
Saving Throws:
Skills:

Arcana +5, Perception +2

Senses:

Darkvision 60 ft., Passive Perception 12

Languages:

Common

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.

Legendary Actions
Reactions
Condition Immunities:

Charmed, Frightened, Paralyzed, Poisoned, Prone

Damage Immunities:

Cold, Fire, Poison

Damage Resistance:

Lightning, Necrotic, Piercing

Damage Vulnerabilities: