Large Aberration, Typically Chaotic Neutral
Armor Class 18
Hit Points 190 (20d10 + 80)
Speed 0 ft., Fly 40 ft.
STR
1 (-5)
DEX
17 (+3)
CON
18 (+4)
INT
16 (+3)
WIS
10 (+0)
CHA
11 (+0)
Skills Arcana +5, Perception +2
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Exhaustion, Paralyzed, Petrified
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Charge. If the corite moves at least 20 feet straight toward a target and then hits it with a tackle on the same turn, the target takes an extra 15 (3d10). If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

 

Actions

Multiattack. The flameskull uses Fire Ray once, tackle once and bite once. 

Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 26 (2d10+8) fire damage.

Tackle. Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit: 24 (4d4 +4) bludgeoning damage. Any creature struck by this must make a DC 18 DEX save. On a failed save, the struck creature is pushed backwards 5ft. 

Bite. Melee Weapon Attack. +5 to hit, reach 5ft., one target. Hit: 26 (2d20 +3) piercing damage + 5 damage. 

Description

Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.

JohnReaper

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