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Flying Skull

Tiny undead, chaotic evil

Armor Class 13
Hit Points 30 (12d4)
Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
5 (–3) 16 (+3) 10 (+0) 7 (–2) 13 (+1) 8 (–1)

Saving Throws Wisdom +3
Skills Perception +5, Stealth +5
Damage Immunities fire, poison
Condition Immunities poisoned, prone
Senses darkvision 60 ft., passive Perception 15
Languages the languages it knew in life
Challenge 2 (450 XP)

Special Traits

  • Master’s Spy. Flying skulls are often created by spellcasters for use as spies or guardians. The flying skull’s creator can communicate with the skull telepathically and can use an action to see through the skull’s eyes and hear what it hears until the start of the creator’s next turn, gaining the benefits of the skull’s darkvision. During this time, the creator is deaf and blind with regard to its own senses. The creator can sense through the flying skull in this way only if the two are on the same plane of existence.

Actions

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) fire damage.
  • Spark Shower (recharge 5–6). The flying skull exhales searing sparks in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux