Flameskull

Tiny Undead, Neutral Evil
Initiative +3 (13)
AC 13
HP 40 (9d4 + 18)
Speed 5 ft., Fly 40 ft. (hover)
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
1
-5
-5
Dex
17
+3
+3
Con
14
+2
+2

Int
16
+3
+3
Wis
10
+0
+0
Cha
11
+0
+0

Skills Arcana +5, Perception +2
Immunities Fire, Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Darkvision 60 ft., Passive Perception 12
Languages Common plus two other languages
CR 4 (XP 1 100; PB +2)

Traits

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 its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast on them.

Actions

Multiattack. The flameskull makes two Fire Ray attacks.

Fire Ray. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. 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 version)
1/day: Fireball
Habitat: Underdark
Treasure: Arcana
Monster Manual 2024

  1. DnD 5.5 Monsters › Flameskull
Flameskull