5e:Flameskull/Display

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Flameskull [1] [2]
Tiny Undead , Neutral Evil
Armor Class: 13
Hit Points: 40 (9d4+18)
Speed: 0 ft., fly 40 ft. (hover)
Str Dex Con Int Wis Cha
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Skills: Arcana +5, Perception +2
Damage Resistances: lightning, necrotic, piercing
Damage Immunity: cold, fire, poison
Condition Immune: charmed, frightened, paralyzed, poisoned, prone
Senses: darkvision 60 ft., passive perception 12
Languages:
  1. redirect: Template:5xlang
Challenge: 4 (1,100 xp)Proficiency Bonus (PB): +2

Features

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 spell caster. 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 spell
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.

  1. Christopher Perkins, et. al.. Monster Manual (5e) (5e 2014) (2014-09-30). Wizards of the Coast. p. 134. Licensed: © Wizards of the Coast (used under 'fair use' clause).
  2. Errata Monster Manual (5e) 2.0 - Adds hover. Added immune to prone.