Remove these ads. Join the Worldbuilders Guild

Monster Manual, page 134

Flameskull CR: 4

Tiny undead, neutral evil
Armor Class: 13
Hit Points: 40 (9d4+18)
Speed: , burrow: -3 ft , can hover

STR

1 -5

DEX

17 +3

CON

14 +2

INT

16 +3

WIS

10 +0

CHA

11 +0

Skills: Proficiency Bonus +2, Arcana +5, Perception +2
Damage Resistances: lightning, necrotic, piercing
Damage Immunities: cold, fire, poison
Condition Immunities: charmed, frightened, paralyzed, poisoned
Senses: Darkvision 60 ft, Passive Perception 12
Languages: Common
Challenge Rating: 4

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:   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.

Suggested Environments

Underdark


Created by

imtealted.

Statblock Type

Monster

Link/Embed