Flameskull
Tiny undead, neutral evil
Armor Class
13
Hit Points
40 (9d4+18)
Speed
0 ft., fly 40 ft. It can hover.
STR
1 (-5)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
10 (0)
CHA
11 (0)
Damage Immunities
cold, fire, poison
Damage Resistances
lightning, necrotic, piercing
Condition Immunities
charmed, frightened, paralyzed, poisoned, prone
Senses
darkvision 60 ft.
Skills
Arcana +5, Perception +2
Languages
Common
Challenge
4 (1,100 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 ft.. 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:
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Cantrips (at will): mage hand
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1st level (3 slots): magic missile, shield
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2nd level (2 slots): blur, flaming sphere
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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.