Tiny undead
- Armor Class 13
- Hit Points 40 (9d4 + 18)
- Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
-5 (+1) | +3 (+1) | +2 (+1) | +3 (+1) | +0 (+1) | +0 (+1) |
- Skills Arcana +7, 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
- Proficiency Bonus +2
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.
Special Abilities
- 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 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
Spells
Magic Missile
1st-level evocation