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Skull Smoldering with Magical Obsession

Habitat: Underdark; Treasure: Arcana

Flameskulls are flying skulls that blaze with magical fire and the half-­remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death. Flameskulls might serve as guardians for their creators or pursue ambitions left unfulfilled in life. They lash out at foes with destructive spells and bursts of fire, wielding magic without the need for most components.

Flameskulls take various forms, from skulls with humanlike features to ones with fearsome or bestial alterations. Their flames vary in color and grow more intense when they’re angry. Roll on or choose a result from the Flameskull Details table to inspire what makes a flameskull distinctive.

Flameskull Details
1d6   The Flameskull Features …
1 Arcane diagrams etched into it.
2 Flames like dramatic features, horns, or hair.
3 Fractured pieces that fly in unison.
4 An iron plate bolted over its mouth.
5 Lethal head trauma.
6 Mismatched animal teeth.

I never cared for warmth. I never needed a body. My will is enough, and my work will be the legacy that makes my every sacrifice worthwhile!

—Trenzia, Undermountain flameskull

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


Flameskull

Tiny Undead, Neutral Evil
  • Armor Class 13
  • Hit Points 40 (9d4 + 18)
  • Speed 5 ft., Fly 40 ft. (hover)
  • Initiative +3 (13)
STR
1 (-5)
DEX
17 (3)
CON
14 (2)
INT
16 (3)
WIS
10 (0)
CHA
11 (0)
  • Saving Throws Str -5, Dex +3, Con +2, Int +3, Wis +0, Cha +0
  • Skills Arcana 5, Perception 2
  • Damage Immunities Fire, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common plus two other languages
  • Challenge 4 (1,100 XP)
  • Habitat Underdark
  • Treasure Arcana
  • 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). Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (3d6 + 3) Fire damage.
  • Fire Ray (Ranged). Ranged Weapon Attack: +5 to hit, reach 60 ft., One Target. Hit: (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
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