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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