D&D 5E Flame Skull

trentonjoe

Explorer
Is the Flame Skull from the starter set posted anywhere? I was planning on using it tonight but left my Mines of Phalsomething at my in-laws house.
 

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Stats are not posted, but if you skim through the various unboxing videos posted on the site you'll find some clear screens of the monsters appendix. It'll take a little time, though!
 

FLAMESKULL
Tiny undead, neutral evil
Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA
1 (–5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)
Skills Arcana +5, Perception +2
Special Senses darkvision 60 ft. passive Perception 12
Damage Resistances lightning, necrotic, piercing
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, paralyzed, poisoned
Languages Common
Challenge 4 (1,100 XP)
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.
Spellcasting. The flameskull is a 5th-­‐level spellcaster that uses
Intelligence as its spellcasting ability (spell save DC 13, +5 to
hit with spell attacks). It needs only verbal components to cast
its spells. The flameskull knows the following spells:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball
ACTIONS
Multiattack. The flameskull makes two fire ray attacks.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 5 (2d4) fire damage.
 
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Wow, that's a cool monster.

I could see it becoming an ongoing annoyance if the players don't break its rejuvenation and leave its remains intact. 1 hour later it is back and pissed at the party, haunting them, setting up ambushes and the like. A lot of potential for a minor NPC, and still a threat for a while. Lots of potential, I like it.
 


Wow, that's a cool monster.

I could see it becoming an ongoing annoyance if the players don't break its rejuvenation and leave its remains intact. 1 hour later it is back and pissed at the party, haunting them, setting up ambushes and the like. A lot of potential for a minor NPC, and still a threat for a while. Lots of potential, I like it.


Yeah, my plan is to "mount" the flame skull on a zombie and have it lead a group of revenants (sp?) against the PC's and then have the flame skull come back when the group is having a long rest (and maybe again, and again, and again.....)

I was going to set the Knowledge (Religion) DC at 20 to recall the "how to destroy" instructions and then have it decrease by 5 each time it comes back.

If the PC's somehow avoid the fight or it's reanimation, it's definitely going to carve out a niche for itself and create a lair with a zone of control.
 


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