- 4 (1,100 XP)
Dashing Strike. If the flameskull uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.
Illumination. The flameskull sheds either dim light in a 15- foot radius, or bright light in a 4.5-meters radius and dim light for an additional 4.5 m. 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 health 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 6 mana, a mana limit of 1, regains its mana when it finishes a short or long rest, and knows the following spells:
Cantrips (at will): minor telekinesis
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 9 m. Hit: 10 (3d6) fire damage.