Page 135 - Monster Manual [11th Print]
P. 135
F L A M E S K U L L
Blazing green flames and mad, echoing laughter follow
a disembodied skull as it patrols its demesne. When
the undead flameskull discovers trespassers, it blasts
the intruders with fiery rays from its eyes and dreadful
spells called up from the dark recesses of its memory.
Dark spellcasters fashion flameskulls from the
remains of dead wizards. When the ritual is complete,
green flames erupt from the skull to complete its ghastly
transformation.
Legacy of Life. A flameskull only dimly recalls its
former life. Though it might speak in its old voice and
recount key events from its past, it is but an echo of its
former self. However, its undead transformation grants
it full access to the magic it wielded in life, letting it
cast spells while ignoring the material and somatic
com\)onents i.t can no lon1?;,er em\)loy.
Eternal l y Bound. Intelligent and vigilant, a flameskull
serves its creator by protecting a hidden treasure hoard,
a secret chamber, or a specific individual. A flameskull
carries out the directives given to it when it was created,
and it interprets those commands to the letter. A
flameskull's master must craft its instructions with care
to ensure that the creature carries out its tasks properly.
W r eathed in F l a me. The fire wreathing a flameskull
burns continually, giving off bright light that the
creature controls. It uses those flames as a weapon,
focusing them to loose them as fiery rays from its
eye sockets.
Eldritch Rejuvenation. A flameskull's shattered
fragments reform unless they are splashed with holy
water or subjected to a dispel magic or remove curse
spell. If it can no longer fulfill its intended purpose,
the re-formed flameskull is beholden to no one and
becomes autonomous.
U n dead N a ture. A flameskull doesn't require air,
food, drink, or sleep.
FLAME SKULL Magic Resistance. The flameskull has advantage on saving
Tiny undead, neutral e�il throws against spells and other magical effects.
Rejuvenation. If the flameskull is destroyed, it regains all its hit
Armor Class 3 points in 1 hour unless holy water is sprinkled on its remains or
1
4
Hit Points 0 (9d4 + 1 8 ) a dispel magic or remMe curse spell is cast on them.
Speed 0 ft., fly 40 ft. (hover)
Spel/casting. The flameskull is a 5th-level spellcaster. Its
STR DEX CON I N T WIS CHA spellcasting ability is Intelligence (spell save DC 13, +5 to
1 (-5) 17 (+3) 14 (+2) 1 6 (+3) 10 (+O) 11 (+O) hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the following
Skills Arcana +S, Perception +2 wizard spells prepared:
Damage Resistances lightning, necrotic, piercing Cantrip (at will): mage hand
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed, 1 s t level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
poisoned, prone
Senses darkvision 60 ft., passive Perception 2 3rd level (l slot):fireball
1
Languages Common
Challenge 4 (1 ,100 XP) ACTI O N S
Multiattack. The flameskull uses Fire Ray twice.
Illumination. The flameskull sheds either dim light in a l 5-foot Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
radius, or bright light in a l 5-foot radius and dim light for Hit: 10 (3d6) fi r e damage.
• an additional 1 5 feet. It can switch between the options as
an action.
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