Tiny undead, neutral evil

Armor Class 13

Hit Points 40 (9d4+18)

Speed 0 ft., fly 40 ft. It can hover.

1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (0) 11 (0)

Skills Arcana +5, Perception +2

Damage Resistances lightning, necrotic, piercing

Damage Immunities cold, fire, poison

Condition Immunities charmed, frightened, paralyzed, poisoned, prone

Senses darkvision 60 ft.

Languages Common

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 ft.. 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


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.