Tiny natural animate (undead)
Level 8 Artillery XP 350
|HP 70; Bloodied 35||Initiative +7|
|AC 21, Fortitude 18, Reflex 23, Will 21||Perception+11|
|Speed fly 10 (hover)|
|Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5 radiant|
The flameskull regains 5 hit points whenever it starts its turn and has at least 1 hit point. Whenever the flameskull takes radiant damage, its regeneration does not function on its next turn.
The flameskull sheds bright light out to 5 squares, but it can reduce its brightness to dim light out to 2 squares as a free action.
Fiery Bite (fire) At-Will
Attack: Melee 0 (one creature); +15 vs. AC
Hit: 1d8 + 1 fire damage.
Flame Ray (fire) At-Will
Attack: Ranged 10 (one creature); +15 vs. Reflex
Hit: 2d8 + 6 fire damage.
Fireball (fire) Encounter
Attack: Area burst 3 within 20 (creatures in the burst); +13 vs. Reflex. The flameskull can exclude two allies from the area.
Hit: 3d8 + 8 fire damage.
Miss: Half damage.
Mage Hand At-Will
Effect: The flameskull conjures a spectral, floating hand in an unoccupied square within range 5. The hand lasts until the end of its next turn or until it uses this power again. While the hand persists, the flameskull can take the following actions.
Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time.
Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds.
Free Action: The hand drops the object it is holding.
Sustain Minor: The hand persists until the end of the flameskull's next turn.
Skills Stealth +12
Str 5 (+1) Dex 16 (+7) Wis 14 (+6)
Con 16 (+7) Int 22 (+10) Cha 20 (+9)
Alignment Unaligned Languages Common, one other
Updated to match Gardmore Abbey release.
Published in Monster Manual, page(s) 109, Dungeon Magazine 157, page(s) 76, 99, H3 Pyramid of Shadows, page(s) 32, 57, Madness at Gardmore Abbey, page(s) 4-14, Dungeon Magazine 206.