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.
Focused Summon. The flameskull can concentrate on two spells at once, if they are spells that summon creatures.
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): sword burst
1st level (3 slots): hail of thorns, entangle
2nd level (2 slots): find steed, summon beast
3rd level (1 slot): summon fey
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 yellow and orange flames flames and piercing, focused eyes surround an undead flameskull. This disembodied skull uses its power to create allies and opportunities for it's caster.
Previous Versions
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1/3/2023 10:55:28 PM
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Coming Soon
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