FLAMESKULL – 5e stats

Tiny undead, neutral evil

Armor Class 13
Armor Class (suggested) 16
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft. (hover)

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
1 (-5)17 (+3)14 (+2)16 (+3)10 (+0)11 (+0)

Saving Throws (suggested) Dex +5
Skills Arcana +5, Perception +2
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)

llumination. 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.

Regeneration (suggested). The flame skull regains 1 hit point at the start of its turn. If the flame skull is reduced to 0 hit points, it is destroyed, but its bones remain. After 1 hour, the flame skull reassembles itself and regains all its hit points unless a dispel magic, exorcise, or remove curse spell is cast on its bones or the majority of its bone fragments are doused with holy water.

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.

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:

ACTIONS

  • Multiattack. The flameskull uses Fire Ray twice.
  • Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A flame skull is a rare and terrifying undead creature that resembles a floating human skull engulfed in green flames. It is created from the remains of a powerful spellcaster, usually a human wizard or cleric, who died under violent or torturous circumstances. The skull retains some of the spellcasting abilities and memories of its former life, but is twisted by dark magic and driven by a malicious will. A flame skull speaks in a hollow, echoing voice, and often laughs maniacally as it attacks its enemies with fiery rays and spells. Some flame skulls have strange runes inscribed on their bones, which may hint at their origin or purpose. A flame skull can speak Common and up to 14 other languages that it knew in life.

COMBAT

A flame skull is a formidable opponent in combat, as it can fly and cast spells with no need for somatic or material components. It usually prefers to attack from a distance, using its fire ray or spells such as magic missile, fireball, or flaming sphere. It can also cast defensive spells such as shield, blur, or mirror image to protect itself from harm. A flame skull has resistance to lightning, necrotic, and piercing damage, as well as immunity to cold, fire, and poison. It also has advantage on saving throws against spells and other magical effects, thanks to its magic resistance.

A flame skull is very hard to destroy permanently, as it can regenerate from its bones after an hour unless certain measures are taken. To prevent a flame skull from coming back to life, one must either sprinkle holy water on its remains, or cast a dispel magic, exorcise, or remove curse spell on them. Alternatively, one can try to scatter or destroy most of the bone fragments, making it impossible for the skull to reassemble itself.

HABITAT / SOCIETY

A flame skull is usually found in dark and dangerous places, such as dungeons, ruins, crypts, or caves. It may serve as a guardian for a powerful evil being, such as a lich, a vampire, or a cult leader. It may also act as an independent agent, seeking to fulfill some sinister goal or agenda that it inherited from its former life. A flame skull may occasionally ally with other undead creatures or evil spellcasters, but it does not trust anyone and may betray them at any moment. A flame skull has no need for food, water, or sleep, and does not care about anything except its own survival and power.

A flame skull does not reproduce, nor has any purpose in life beyond the guardianship for which it was created. Though it retains its intelligence, it often goes insane from sheer boredom and may exhibit erratic behavior. It always wants to be entertained, and if freed from its guardianship by the destruction or pilferage of whatever it was set to guard, it does not hurl itself to attack to achieve its own destruction.

Instead, it tries to follow or accompany the being(s) who freed them from guardianship. Typically it floats along, just out of reach, making smart comments and wanting to see everything interesting that is going on (including secret meetings, seductions, magical research, and other private matters). Flameskulls are utterly lonely and act accordingly.

ECOLOGY

A flame skull has no natural role in the ecosystem, as it is an unnatural abomination created by dark magic. It poses a threat to any living creature that crosses its path, as it may attack them for fun or for spite. A flame skull may also seek to acquire more magical knowledge or items, which may lead it to raid libraries, tombs, or temples. A flame skull has no interest in reproduction or preservation of its kind, and may even view other flame skulls as rivals or enemies. A flame skull is hated and feared by most people, who consider it a sign of evil and doom.

Flameskulls are studied by alchemists, priests, and wizards whenever possible in an effort to duplicate their powers or the means of their making (so far without reported success), or to find special properties that their flames might possess.