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.
Loyal Summon. If the flameskull casts a spell with a range of Self, it can be cast on another creature within Touch range instead.
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:
Cantrip (at will): resistance
1st level (3 slots): absorb elements, shield
2nd level (2 slots): aid, lesser restoration
3rd level (1 slot): counterspell
Multiattack. The flameskull uses Force Ray twice.
Force Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) force damage.
Description
Blazing blue and white flames flames and silent, cold judgement surround an undead flameskull. This disembodied skull protects the summoner while keeping their enemies on their toes.
Wow. I like this for my bad guys. Trying to see if this could be allowed for my friend's Necromancer in another campaign.