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Flameskull

Tiny undead, neutral evil

Armor Class
13
Hit Points
40
9d4 + 18
Speed
0 ft., fly 40 ft. (hover)
  • STR -5
  • DEX +3
  • CON +2
  • INT +3
  • WIS 0
  • CHA 0
Skills
Arcana +5, Perception +2
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 1,100 XP · Proficiency +2

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 (Flask) is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Spellcasting

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.

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