Tiny undead, neutral evil
Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft.
STR 1 (-5)
WIS 10 (+0)
CHA 11 (+0)
DEX 17 (+3)
CON 14 (+2)
INT 16 (+3)
Skills 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
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 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. Ifthe 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 remo~e curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster that uses Intelligence as its spellcasting ability (spell save DC 13, +5 to hit with spell attacks). It needs only verbal components to cast its spells. The flameskull knows the following spells from the wizard's spell list:
- Cantrip (at will): mage hand
- 1st level (3 slots): magic missile, shield
- 2nd level (2 slots): blur, flaming sphere
- 3rd level (1 slot): fireball
Multiattack. The flarneskull makes two attacks with its Fire Ray.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.