Armor Class
11
Hit Points
13
(3d8)
Speed
0 ft., Fly 40 ft. (hover)
STR
7
(-2)
DEX
17
(+3)
CON
10
(+0)
INT
12
(+1)
WIS
10
(+0)
CHA
10
(+0)
Damage Resistances
Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Cold, Necrotic, Poison
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 30 ft., Passive Perception 11
Languages
Common
Challenge
1 (200 XP)
Proficiency Bonus
+2
Traits
Incorporeal Movement. The skull can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Illumination. The skull sheds dim light in a 15-foot radius.
Actions
Fire Ray. Ranged Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (2d6) fire damage. The target must make a DC 11 Constitution saving throw or become blinded on a failed save until the end of the skull's next turn.
Comments