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.
Calculated Summon. If the flameskull casts a dunamancy spell that invokes a saving throw, enemies have disadvantadge on the initial save.
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): sapping sting
1st level (3 slots): gift of alacrity
2nd level (2 slots): fortune's favor, wristpocket
3rd level (1 slot): pulse wave
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
Low flickering flames and silent, cold judgement surround an undead flameskull. This disembodied skull analyzes the path of time to muddle the enemy.
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