Flameskull | |||||
Armor Class 13 Hit Points 40 (9d4 + 18) Speed 5 ft, Fly 40 ft. (hover) | |||||
STR 1 (-5) | DEX 17 (+3) | CON 14 (+2) | INT 16 (+3) | WIS 10 (0) | CHA 0 (0) |
Skills Arcana +5, Perception +2 Immunities Fire, Necrotic, Poison; Charmed, Frightened, Paralyzed, Prone Senses Darkvision 60 ft, passive Perception 12 Languages Common, Elvish, Dwarvish, Gnomish, Halfling Challenge 4 (1,100 XP) | |||||
Illumination. The Flameskull sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. Magic Resistance. The Flameskull has Advantage on Saving Throws against spells and other magical effects. Undead Restoration. If the Flameskull is destroyed, it regains all Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast on it. | |||||
ACTIONS | |||||
Multiattack. The Flameskull makes two Fire Ray attacks. Fire Ray. Melee or Ranged Attack Roll: +5 to hit, reach 5 ft or range 60 ft, one target. Hit: 13 (3d6 + 3) Fire damage. Spellcasting. The Flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the Spellcasting ability (Spell Save DC 13): (At will): Mage Hand 2/Day: Magic Missile (Level 2) 1/Day: Fireball | |||||