Tiny undead, neutral evil
Armor Class 13 Hit Points 40 (9d4 + 18)
Magic Resistance. The
flameskull has advantage on saving throws against spells
and other magical effects.Speed 0 ft., fly 40 ft. (hover)
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 (1100 XP 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. 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. |