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:

  • Cantrips (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.

tiny
undead
cr4
monster-manual