Illumination. The flameskull sheds either dim light in a 15ft. radius, or bright light in a 15ft. radius and dim for another 15ft. 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 dispel magic/remove curse is cast on them.
Spellcasting. The flameskull is a 5th level spellcaster that uses Intelligence as it spell castiing ability (spell save DC 13, +5 to hit with spell attacks). it only needs verbal components to cast its spells. The flameskull knows from the wizards spell list:
- Cantrip (at will): mage hand
- 1st Level (3 slots): magic missile, shield
- 2nd Level (2 slots): blur, flaming sphere
- 3rd Level (1 slot): fireball
Multiattack. The flameskull makes 2 attacks with its Fire Ray
Fire Ray. Ranged Spell Attack: +5 to hit, range 30ft., one target. Hit: 10 (3d6) fire damage
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.