Medium Undead, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 98 (13d8 + 39)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
11 (+0)
Skills Arcana +6, Perception +6
Damage Resistances Cold, Fire, Force, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Necrotic, Poison
Senses Blindsight 60 ft., Passive Perception 16
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Illumination. The skull horror 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 skull horror has advantage on saving throws against spells and other magical effects.

Spell Immunity. The skull horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.

Rejuvenation. If the skull horror is destroyed, it regains all its hit points in 24 hours unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.

Actions

Multiattack. The skull horror makes two longsword attacks or uses Fire Ray twice.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 4 (1d8) fire damage.

Fire Ray. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 14 (4d6) fire damage.

Spellcasting. The skull horror casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks)

At will: mage hand

1/day each: magic missileblur, flaming spherefireball

Reactions

Arcane Defense (2/Day). When it is hit by an attack, the skull horror protects itself with an invisible barrier of magical force. Until the end of its next turn, it gains a +5 bonus to AC, including against the triggering attack.

Description

A cackling flameskull wreathed in blazing green flames sits within the animated plate armor of a helmed horror. A skull horror combines the arcane power of the undead spellcaster with the martial prowess of a purpose made warrior.

A skull horror may be made by a mad spellcaster that though it would be a good idea to grant control of a helmed horror to a flameskull. The result is a formidable guardian. 

Eternally Bound. Intelligent and vigilant, a skull horror serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A skull horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order’s intent and its exact wording. Unlike a typical flameskull, it seeks to fulfill the former rather than slavishly follow the latter.

Wreathed in Flame. The fire wreathing a skull horror 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 or wreathing its weapons in flame.

Eldritch Rejuvenation. A skull horror's shattered fragments reform unless they are splashed with holy water or subjected to a holy water is sprinkled on its remains or a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed skull horror is beholden to no one and becomes autonomous.

Undead Nature. A skull horror doesn’t require air, food, drink, or sleep.

Xyrlian

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