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Flameskull
- STR
- 1 (-5)
- DEX
- 17 (+3)
- CON
- 14 (+2)
- INT
- 16 (+3)
- WIS
- 10 (+0)
- CHA
- 11 (+0)
The flameskull sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
The flameskull has Advantage on saving throws against spells and other magical effects.
If the flameskull is destroyed, it regains all its Hit Points in 1 hour unless Holy Water is sprinkled on its remains or the Dispel Evil and Good spell is cast on them.
The flameskull casts one of the following spells, requiring no Somatic or Material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: Mage Hand
1/day: Fireball
2/day: Magic Missile (level 2 version)
Actions
The flameskull makes two Fire Ray attacks.
Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 13 (3d6 + 3) Fire damage.
Find this creature in the encounter builder

Source: Monster Manual (2025), p. 120 - Licenses and attribution