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. 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:
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 uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage.
Description
Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.
Nyeeh!
I had an absolute blast with this monster as I ran the party through the 5e introductory adventure Mines of Phandalin - oh so much fun!
Describe the following to your players to provide better immersion - (show, don't tell during their first encounter):
A dreadful echoing laughter cackles from a blazing green skull surrounded by mystical green flames as it rises from the pile of bones before you. It says, "You do not belong here!" and it's black as coal eye sockets fill with ruby red as fiery rays burst forth.
In addition, you might want to allow them an Intelligence - Religion check (or perhaps an Intelligence - Arcana because of the link to a dead wizard) to know the following (accumulated - a roll of 25 or above would know all):
DC5 (very easy): attacks with two fire rays (one from each eye socket) or spells
DC10 (easy): can fly and has magic resistance
DC15 (medium): damage resistance to lightning, necrotic, and piercing; no damage vulnerabilities
DC20 (hard): damage immunities to cold, fire, and poison
DC25 (very hard): condition immunities to being charmed, frightened, paralyzed, poison, and prone - darkvision out to 60' - will return in 1 hour unless holy water, dispel magic, or remove curse
I ran this monster yesterday. I definitely took some DM liberties as far as personality traits but it was so much fun! Run this baddie as a cross between Hades and The Mask. I promise you won't regret it 😂
Almost had a TPK from one of these. The fireball did a LOT of damage.
Great post @RickAJr
Note that it doesn't regain spell slots when it rejuvenates -- it needs a long rest for that.
I ran this guy in the starter kit yesterday and the wizard took the "dead" skull into the storeroom for a "long rest" behind the barricaded door.
First time players so I had it emerge confused and seeking the crucible it was guarding in the smelter caver. The wizard was smart enough to talk with it and open the barricaded door and I had it zoom past and head back to it's post.
Quite a fun moment.
So: Was I to kind? It quite possibly cold have been a TPK if they tried to subdue it.
note: This is my first time as a DM.
can a necromancer befriend one
Dresden says yes.
Oh yes, I'm running Lost mines of Phandelver and the party got to this guy, 30 points of fire damage, the wizard went unconscious everyone else was pretty hurt, they managed to " destroyed the skull " … I can't wait to see their faces when they comeback and see the skull rejuvenated ( evil laugh ), they went to the right so... probably they will take that path again thinking is " safe "
But they don't know that :P
so im a fighter with the Shield Master Evasion: If an effect allows half damage on success, you can use your reaction to take no damage. needless to say when i succeded my dm was pissed!
This was one of the most memorable monsters of my last campaign, a pirate campaign. I changed it so it gains back all spell slots when being revived (due to a bigger group) and they had to fight it 4 times!
First time, no big deal, 6 level 5 players easily bring it down after the initial surprise when it first Springs to life. They then toss the remains of the skull into a bag of holding and just 2 players pull it out alone in a room a few hours later. Fight two ensues and one of the PC’s does, having to be revived a moments later!
They then lock it in the display case they had originally found it in and all lay down on the bed together to take a nap while just one watches it (short rest). The fireball that filled the room at the end of that short rest was a wonderful surprise to everyone laying on the bed! Moments later, the skull sits on the ground, lifeless and they work on putting out the fire in the room.
Finally they chain the remains to a canon ball, dropped it in the ocean and sailed away. Fast forward many days later, and several sessions later, in the middle of a heated battle, where they had borded another ship, unknowingly close to the skulls dumping so spot . . . In the distance, they hear the familiar sound of cackling laughter followed be a sudden explosion of fire on their deck as a few of the PC’s take fireball damage and they watch as a hand full of their crew are turned to ash!
I haven't tried it yet. How would you rate it out of ten?
Definitely one of the first creatures you can use to teach your players the important skill of location, location, location. It is right up there next to any dragon breath attack.
I am currently using this creature as a magic advisor to the party. I changed some flavor about it's abilities and alignment. So far the party seems to enjoy having a skull as a DMPC that can identify magical items, recall information about historic events and give advice on how to overcome problems when they get stuck. I limit it's combat abilities and strip away the Fire Ray so that it cannot be used as a weapon. I changed the spell load out to be more utility spells such as Identify, Message and Mage Hand.
I just find it a fun and interesting "item" for the players to use if there isn't already a resident spell caster in the group.
Im doing this tonight! I´ll let you know how it goes! :D
if you run this monster don't use fireball its a TPK waiting to happen
It's got a fireball and regenerates. They are extremely dangerous in campaign settings as they will regenerate as players take a short rest in a dungeon