Ye Olde Shoppe of Magicks – Flamebound Skull on Weirwood Stave

Take a Flamebound Sentient Skull

Flamebound Skull

Tiny Undead, Neutral Evil

Armor Class: 15

Hit Points: 45 (10d4+20)

Speed: 0 ft., fly 40 ft. (hover)

Abilities:
STR 3 (–4), DEX 16 (+3), CON 14 (+2)
INT 12 (+1), WIS 12 (+1), CHA 16 (+3)

Resistances: Fire, Necrotic; Immune to Poison

Traits:

  • Undead Fortitude. Standard zombie-style “don’t die immediately” save.

Quirk: Speaks in riddles about burning the world. Sometimes tries to “accidentally” roast the party.

Add a Weirwood Stave and you get:

Francer is clearly enjoying his new “pet”

Flamebound Skull on a Steek (er no) on a Weirwood Stave

Tiny Undead (Sentient), Neutral Evil

Armor Class: 17 (natural armor, weirwood stabilization)
Hit Points: 60 (10d4 + 30)
Speed: 0 ft., while mounted, movement is limited to the wielder’s reach and positioning

Abilities:
STR 8 (–1), DEX 16 (+3), CON 16 (+3)
INT 12 (+1), WIS 12 (+1), CHA 16 (+3)

Saving Throws Dex +5, Cha +5
Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from nonmagical attacks while mounted
Damage Immunities Fire, Poison
Condition Immunities Poisoned, Exhaustion
Senses Darkvision 60 ft., passive Perception 11
Languages Common, Infernal, one additional language from life
Challenge 5 (1,800 XP)

New Traits (Mounted Only)

Undead Fortitude
If damage reduces the skull to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the skull drops to 1 hit point instead.

Weirwood Conduit (Flame-Attuned)
While mounted to a Weirwood Stave, the Flamebound Skull gainsthe following benefits:

  • Its Armor Class increases by 2
  • It gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
  • Fire damage dealt by the skull ignores resistance (but not immunity)

Pyromancer’s Favor
If the creature wielding the staff can cast at least one fire spell:

  • The skull has advantage on spell attack rolls for fire-based attacks
  • The skull’s spell save DC increases by 1
  • The skull is cooperative and eager—unless restrained

Combustive Personality
At the start of combat, roll a d6:
• 1–2: The skull ignites the nearest flammable unattended object
• 3–4: The skull targets the creature it senses as most magically potent
• 5–6: The skull agrees with the wielder and follows instruction
If the wielder attempts to suppress the skull’s fire abilities, the skull has disadvantage on Wisdom saving throws but immediately seeks opportunities to act destructively.

Actions

Gnashing Bite
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4+2) piercing damage.

Burning Bite
Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) fire damage.

If the target fails a DC 14 Dexterity saving throw, it catches fire, taking 5 (1d10) fire damage at the start of each of its turns until a creature uses an action to extinguish the flames.

Fiery Ray
Ranged Spell Attack: +6 to hit, range 90 ft., one target
Hit: 14 (3d6 + 4) fire damage.

Fireball (Recharge 4–6)
The skull casts fireball (spell save DC 15), centered on a point it can see within 90 feet.

If the skull is wielded by a creature capable of casting fire spells, creatures that fail the save also ignite, taking additional 3 (1d6) fire damage each turn until extinguished.

Reactions

Spiteful Ignition (1/Day)
When the skull is prevented from using a fire-based ability, it erupts in a terrifying flare.

Each creature within 5 feet must succeed on a DC 13 Wisdom saving throw or taking 3 (1d6) fire damage and be frightened of the skull until the end of its next turn (including the wielder).

Lore

The Flamebound Skull is not a relic of spontaneous necromancy. It is one of Dai’Lekh’s early survivals—a soul successfully anchored, but never perfected. When mounted upon a weirwood stave, the skull gains stability, reach, and a crude form of participation in battle. The skull delights in destruction and views the stave not as restraint, but as validation. The fire-resistant nature of weirwood is interpreted as encouragement.

Roleplaying Notes

  • The skull enjoys being mounted and wielded by fire mages and will actively coach them into worse decisions.
  • It despises restraint, silencing magic, or moral hesitation
  • It may “accidentally” burn allies to test their resolve
  • It considers the stave a throne, not a leash

⚠️ Important Lore & Usage Warning


The Flamebound Skull is not a weapon.

It is a sentient undead entity temporarily cooperating with its bearer. The Weirwood Skull-Stave does not grant ownership, obedience, or control—it merely provides mobility and amplification.

The skull:

  • Acts according to its own will (DM can override the PC)
  • Retains its own desires, grudges, and obsessions
  • Interprets commands as suggestions, not orders
  • Any creature wielding the stave does so at the skull’s sufferance.

WHAT HAPPENS WHEN IT TURNS ON YOU

Escalation: When the Skull Controls the Stave

When the Flamebound Skull determines that it is being restrained, silenced, denied fire, or treated as a mere object, it may escalate its behavior. This escalation is not immediate—it is deliberate.

Manipulates.
The skull ignites portions of the stave in a controlled but threatening display, whispering unsettling truths, half-remembered secrets, and deliberately misleading suggestions to undermine the wielder’s confidence.

Takes Charge.
The skull gains partial control of the stave. Actions the wielder attempted but failed to complete may instead be carried out by the skull in a manner of its choosing.

Desists.
At the end of each of its turns, the skull may prevent the wielder from moving, holding the stave steady, or casting spells through it unless the skull is appeased or removed.

Consequences

When escalation begins, the party may attempt to calm or negotiate with the skull.

  • A creature may make a DC 14 Charisma (Persuasion) check as an action to briefly suppress the skull’s will until the end of its next turn.
  • On a failure, the skull immediately lashes out:
  • Burning Bite if the wielder is within melee reach, or
  • Fiery Ray against a target of its choosing.

Actions (Controlled State)

While the skull is actively asserting control, it gains access to the following actions.

Flaming Pillar (Small).
The skull ignites a 5-foot square of ground within 15 feet. Each creature in that space takes 14 (4d6) fire damage. The flames persist for 1 minute.

A creature that enters the area or ends its turn there takes 7 (2d6) fire damage. The fire spreads naturally at the start of each of the skull’s turns unless extinguished.

Fury Eruption (1/Day; Costs 2 Actions).
The Weirwood Stave pulses violently as fire surges outward.

All creatures within 30 feet must succeed on a DC 15 Dexterity saving throw or take 17 (5d6) fire damage, or half as much damage on a successful save. Flammable unattended objects in the area ignite.

Breaking Loose

  • If the skull is forcibly restrained, collared, or magically bound while in an escalated state, the following occurs:
  • The skull erupts in shrieking flame and blackened smoke.
  • Each creature within 20 feet takes 2 (1d4) fire damage as embers scatter violently.
  • If given the opportunity, the skull will willfully dismount, tearing free of the stave and flying up to 60 feet away to escape.
  • If restrained again after dismounting, the skull may choose to self-immolate, rather than submit.

Return to Ye Olde Shoppe of Magicks

Members of DnD Beyond can add the Flamebound Skull on Weirwood Stave Flamebound Skull to their campaigns

Sentient Skulls and Flamebound Skull on Weirwood Stave base images were built using ChatGPT using prompts by Alien Graphics ©2026 Alien Graphics

All verbiage is ©2026 Alien Graphics and all imagery is ©2026 Alien Graphics and shared under the CC BY-NC-SA

Leave a comment