Tiny undead, neutral evil
- Armor Class
- 13
- Hit Points
- 40 (9d4 + 18)
- Speed
- fly 40 ft. (hover), 0 ft., canHover true ft.
- Challenge
- 4 (1,100 XP)
- 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
Traits
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.
The flameskull has advantage on saving throws against spells and other magical effects.
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.
Actions
The flameskull uses Fire Ray twice.
Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
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: