Name
Age
Type
Height
Weight
Size
Race
Alignment
Languages
Class
Proficiency
Status
Lifestyle
Experience
Qiz'Riss
16
Humanoid
4'0"
/shrug
Small
Tosculi
Lawful Evil
Tosculi, Common, Nurian
Wizard 4
Calligrapher's tools
1
Poor (14 sp/week)
300xp
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
29
+0
+2
9
AC
Speed
Spell DC
Spell Modifier
15
30
14
+6
Str : 13-6
Dex : 10
Con : 17
d20+1
d20+0
d20+3
Int* : 19
Wis* : 4
Cha : 15
d20+6
d20-1
d20+2
[DEX] Acrobatics : d20+0
[STR] Athletics: d20+1
[WIS] Animal Handling : d20-3
[INT] Arcana* : d20+7
[CHA] Deception : d20+2
[INT] History* : d20+6
[WIS] Insight : d20-3
[CHA] Intimidation: d20+2
[INT] Investigation : d20+4
[WIS] Medicine* : d20-1
[INT] Nature : d20+4
[WIS] Perception* : d20-1
[CHA] Performance : d20+2
[CHA] Persuasion : d20+2
[INT] Religion* : d20+6
[DEX] Stealth* : d20+2
[DEX] Sleight of Hand : d20+0
[WIS] Survival* : d20-1
Claw--------------------
Spell Attack----------
Attack 3---------------
etc
Attack Rolls
1d20+3
1d20+6
1d20+
Damage Rolls
1d4+1
X+4
Additional Info
Example: +1d6 sneak attack damage (if rogue)
Speed. Your base walking speed is 30 feet.
Natural Attacks. You have proficiency with your claws, which deal 1d4 slashing damage.
Hardened Carapace. Some hiveless tosculi develop additional defenses at the cost of offensive ability. Your Armor Class cannot be less than 11 + your Constitution modifier + your Dexterity modifier no matter what armor you are wearing. This trait replaces the Gliding Wings and Natural Armor traits.
Stalker. You have proficiency in the Perception skill and Stealth skill.
Feature: A Mind for Faces. You remember the face of everyone you’ve ever met, especially those of folk who’ve wronged you. You instantly recognize any creature whose face you can see if you have seen that creature’s face before, even if that creature is wearing a nonmagical disguise.
Ley Initiate.
You see ley lines and can draw on their power. You gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
You can sense the presence of every ley line within 1 mile of your location. If you have line of sight to the line itself, it’s visible to you in some obviously magical fashion.
You can tap ley lines for their inherent powers.
When you finish a short rest within 1 mile of a ley line, you can regain one expended spell slot whose level is no higher than your Intelligence or Wisdom modifier (your choice, minimum of 1st level). You can’t use this ability again until you finish a long rest.
Arcane Recovery. You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots.
You can recover either a 2nd-level spell slot or two 1st-level spell slots
Necromancy Savant. Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest. At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Spells Known: 6
Decay
Friends
Shape Water
Nimbleness (lasts 8 hours no concentration)
Ice Knife
Kobold's Fury
Qiz'Riss' Quick Chrysalis (tosculi)
Ray of Sickness
Boreas' Breath
Abadeus' Quickening
Arcane Enhancement
Original Spellbook Spells:
Level 1 Spells:
Unseen Servant
Earth Tremor
Qiz'Riss' Bound Soul (tosculi, ritual)
Magic Missile
Strength of an Ox
Qiz'Riss' Deadly Coil (tosculi)
Ice Knife
Broken Charge
Qiz'Riss' Quick Chrysalis (tosculi)
Snare
Kobold's Fury
Qiz'Riss' Corpse Cart (tosculi, ritual)
Icicle Daggers
Qiz'Riss' Cranial Sentry (tosculi, ritual)
Ray of Sickness
Read Magic
Qiz'Riss' Flensing Claws (tosculi)
Qiz'Riss' Siphoning Stirge (tosculi)
Level 2 Spells:
Enhance Familiar (ritual)
Entomb In Ice
Invisibility
Qiz'Riss' Skeletal Scriber (tosculi, ritual)
Qiz'Riss' Greedy Pest (tosculi)
Abadeus' Quickening
Boreas's Breath
Qiz'Riss' Arcane Enhancement
Decelerate
Animate Ghoul
Leyline Transmutation
Backup Spellbok Spells:
Level 1 Spells:
False Life
Qiz'Riss' Deadly Coil (tosculi)
Kobold's Fury
Snare
Qiz'Riss' Quick Chrysalis (tosculi)
Broken Charge
Qiz'Riss' Corpse Cart (tosculi, ritual)
Magic Missile
Icicle Daggers
Strength of an Ox
Ice Knife
Qiz'Riss' Cranial Sentry (tosculi, ritual)
Trait: My former life is meaningless, after it was ripped to shreds after those raiders attacked us. All that matters now is what I do with the future.
Ideal: Manipulative. I use my knowledge to blackmail and manipulate others to my own benefit. (Evil)
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaws: My Desire for vengeance often gets me in trouble.
On Bug: Encumbrance: 65/130 Total Current Weight:20lb + 20+8
Calligrapher's Tools (5lb)
Spellbook (3lb)
10 Candles
Ink Pen
Band from the savage cat shapeshifters
Large Blue Crystal
Healer's Kit (3lb)
Components pouch (2lb)
10 Sheets of Parchment
Ration
Staff of the Cabal
2 Qiz'Riss' Deadly Coil Scrolls
STRENGTH OF AN OX scroll
4 Magic Missile Scrolls
Animate Dead scroll
Unseen Servant Scroll
3 Kobold's Fury Scroll
Ice Knife scroll
False Life Scroll
2 Scrolls of Ray of Sickness
Ice Daggers scroll
1 Scrolls of Flensing Claws
1 Chrysalis Scroll
2 Read Magic Scrolls
Backpack (5lb)
Bottle of Ink (not magic)
Waterskin
2 Gnarled corpses of bones
Potion of Shadowstep
Potion of Shadowform
At Home:
Skelly Jelly Bones/Bone Dust
1 Qiz'Riss' Bound Soul Scrolls
Momento of Home
Hunting Knife
Copy of Spellbook
Old robes, found in ToA
Candle Lantern (2lb)
-Staff of the Cabal
quarterstaff, rare (requires attunement by a wizard)
This staff is carved from the oak of an ancient tree. Its base is covered in carvings of magical sigils, and its head has sporadic copper wirings and rings to channel its power. Affixed at the top is a raw sapphire gemstone. Enigmatic whispers of secrets just out of reach fill the wielder's ears.
This staff counts as an arcane focus. While using it, you get a +1 to your AC and to your spell attack bonus.
-Skull of False Life
A Skull from an undead found at the haunted manor, it's eyes still have a green flame of undeath to them. Once per day, you can cast False Life on yourself using this skull. However, you may suffer from effects that counter undead.
In Cabal Crypt:
-6 bodies worth of bones, minus 3 skulls
-3 hearts in jars of liquid
2 Ogre Heads
16 Ogre Fingers
2 Centipede Heads
Has a parchment that has a copy of the Ley Anchor in the Tower of Abadeus.
30gp of onyx
5 parchment-sheet-sized pieces of snake skin.
Treatise on how time seems to slow down or go faster in certain areas rife with leyline magic.
After delve on 1/3/22
-2 Flameskull Ashes
-Copy of teleportation circle in 3rd level of tomb
NAMES HE'S HEARD OR PEOPLE HE'S SEEN: Zalverk, Kalina, Derro'Alan, Altair, Dane, Brand, Qaxl, Veigar, Hywel, Shakarn, Zozo, Zircon, Agias, Damien, Ayoma, Catherine, Bentley, Kentabu(nkosi), Lonafa (nkosi)
STRENGTH OF AN OX
1st-level transmutation
1 action
Touch
V, S, M (a 1-pound weight)
Concentration, up to 1 minute
You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also
not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.
At Higher Levels : When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st
BROKEN CHARGE
1st-level enchantment (labyrinth)
1 reaction, which you take when an enemy approaches to within 5 feet of you
10 feet
V
Duration
Instantaneous
When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s
course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.
1st-level necromancy
Casting time: 1 action
Range: 60 feet
Components: V, s
Duration: 1 round
Threads of unholy energy snake its way toward a visible creature within range, attempting to constrict it. The target must succeed on a Strength saving throw or take 1d8 necrotic damage and be restrained until the start of your next turn.
A creature Restrained by the threads can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of creatures you can target increases by 1, per spell slot level. Ex: A level 3 spell slot can target 3 different creatures.
Qiz'Riss' Skeletal Transcriber
2nd-level necromancer spell
1 action (ritual)
5 feet
V, S, M (Arm from a skeleton, a quill, and parchment (or any type of paper). The Quill can be fashioned from or integrated into the bone.
10 minutes
You give temporary life to a small skeletal construct. While the spell lasts, you can choose to have the construct record your choice of what you are reading or what you are listening to. It can copy anything you read perfectly, as well as any language that you hear, even if you don't understand it, provided it has enough parchment to continue writing.
When cast with a level 3 (or 4) spell slot or higher, it can also translate whatever you are reading or listening to. It will write in any language you know of your choice.
Qiz'Riss' Skeletal Sending
2nd-level necromancer spell
1 minute (ritual)
5 feet
V, S, M (Arm from a skeleton, quill, ink, parchment, and 30gp of some kind of gem)
Lasts until caster is slain.
You give life to a small skeletal construct. You can create a number of these constructs equal to your INT modifier.
Letters and documents can be sent between any number of these constructs. Once there are two, they can receive and record messages from a SENDING spell. In addition, you can place a letter on it, and other constructs created by the same caster will transcribe them onto their own papers. To send messages in this manner, you must know this spell, and can cast it as a ritual to send the message.
Qiz'Riss' Cranial Sentry
1st level necromancy spell
10 minutes (ritual)
5 feet
V, S, M (A cleaned skull, with an onyx worth 10gp in both eye sockets)
Duration: 7 days
You infuse a soul into a skull to keep watch for you. While you are within 50 miles of it, you can use an action to see through the skull's eyes from where it is positioned. It takes another action to cancel this, and if you are more than a mile away from it, you are disoriented for a minute, making all skill checks and attacks at disadvantage. In addition, when you are not viewing, the sentry will contact you whenever a creature passes by it's vision. It can see through natural darkness for 15 feet, and dim light for 30 feet. It will discern whether the creature is a humanoid, beast, monstrosity, plant, etc, and transmit it to you immediately.
Qiz'Riss' Corpse Cart
1st level necromancy spell
1 minute (ritual)
5 feet
V, S, M (At least 1 small corpse worth of bones)
Duration: 2 hours
You thread necrotic energy through a pile of nearby bones. If you have the bones of at least one small corpse, you can animate it into the shape of a cart. This cart can walk on it's own, and follows your verbal commands. It cannot take any actions, has a move speed of 15ft, and is treated as an inanimate object with 10 AC. With one small corpse, it can carry up to 50 pounds worth of weight and gains 5 hp. With one medium corpse, it can carry up to 75 pounds of weight and gains 10 hp. With one large corpse, it can carry up to 100 pounds of weight and gains 15hp. You can have up to three corpses, of any combination, contribute to one corpse cart. It is medium size if it contains small or medium corpses, and is considered large size if it contains at least one large corpse.
Qiz'Riss' Natural Enhancement
2nd-level evocation
1 bonus action
Self
V,S,M (something)
1 minute, concentration
You increase the strength of the weapons and armor you were born with. For the next minute, you can select fire, cold, necrotic, or radiant damage, and your natural weapons will deal an additional 1d8 damage of that damage type. In addition, your carapace hardens beyond it's natural level. Hard spikes jut from carapace, providing more protection. You gain +2 ac for the duration, and if you are hit with a melee attack, the attacker takes 1d4 piercing damage.
Qiz'Riss' Monstrous Claws
2nd-level necromancy (maybe 3)
1 bonus action
Self
V,S
1 minute (conc)
To use this spell, you must have natural claw weapons, and target one of them with this spell. You send a surge of necrotic energy into your claw, causing it to contort and transform into a massive pincer. You can use your intelligence modifier when making attacks with these pincers. These pincers have a reach of 10 feet and damage of 2d8+int bludgeoning. When you successfully hit a target with this attack, you can use a bonus action to grapple them. The escape DC of this grapple is equal to your spell DC.
Qiz'Riss' Quick Chrysalis
1st-level necromancy
1 reaction
Self
V, S
1 turn
As a reaction to taking damage, the user expels threads at a rapid rate, encasing them with webbing, and forming a protective shell around them. This cocoon has an AC of 10 + your intelligence bonus, and hit points equal to 5 + your spellcasting attack bonus. The cocoon will take the initial damage*, whilst the shell is being formed. The user is incapacitated while inside of the cocoon. At the end of the user's next turn, the cocoon withers away, and the user is no longer incapacitated. If the cocoon is destroyed before their turn, they are able to take their turn as normal. The cocoon is vulnerable to fire damage, and immune to bludgeoning, poison, and psychic damage. This isn't bulletproof though; something humongous could apply bludgeoning damage through the cocoon to the innards due to sheer mass, or something like poison gas would still get breathed in. Generally though it would be immune to it.
If the cocoon is destroyed by damage, you take the rest of it.
When cast with a spell slot of 2 or higher, add 10 more hp to the cocoon per slot level.
*Psychic damage is not absorbed by the cocoon, but can still trigger this spell. .
Qiz'Riss' Amber Entombment
3rd-level necromancy
1 action (ritual)
15 feet
V, S, M (tree sap)
3 turns
A drop of sap expands rapidly to coat a target. If it is an unwilling target, they must make a dexterity saving throw. On a failed save, the target is entombed as the sap coating them rapidly hardens. The target is unconscious, though the amber shell now provides protection in their stead. The amber counts as an object with an AC of 15, and 15 health. If the amber is broken, the target regains consciousness at the start of their next turn (*or immediately). The amber has preservative properties to it, if the target is subjected to making death saving throws, their saving throws are delayed until the spell ends, or the amber breaks.
When cast as a ritual, the amber can preserve things for longer periods of time. When used on a corpse, they receive the same benefits as if they had the Gentle Repose spell cast on them for 30 days.
When cast as a ritual on a willing, living creature, the target becomes unconscious and is preserved in amber for 14 days. While in this amber, the target does not suffer the effects of any poison, disease, or curse that may be afflicting them. Cracks form on the amber every day, and after 14 days, the shell shatters. When this happens, the target suffers a rank of exhaustion, as well as any other effects that may be afflicting them, whether it be a curse or poison. The life of an existing shell cannot be extended by any means.
At Higher levels: If cast with a higher spell slot, you add an additional 10hp to the amber shell per spell level.
More brainstorming ideas:
When cast with a level 7 (maybe 8/9) spell or higher: The caster can target themselves as a ritual, and preserve their life in amber. When cast this way, the target is entombed in amber for possibly years at a time, depending on the strength of nearby ley lines. The target is put into stasis within the amber, and can eventually awake in another era, as they were when they first entombed themselves.
Qiz'Riss' Flensing Claws
1st-level Transmutation
1 action
Self
V, S
1 Hour
When you cast this spell, your natural weapon claws sharpen to a fine point reminiscent of scalpels, allowing you the precision of your claws to gain the sharpness of a tool. When gathering materials than normally require a knife, you gather them at twice the speed of standard tools. In addition, your natural weapon attack gains the Finesse property.
Unfortunately, due to the unwieldy nature of the claws, you must take more care when interacting with objects to not damage them. While this spell is active, you must spend a bonus action on your first item interaction per turn.
Qiz'Riss' Fleshmelt
2nd-level Necormancy (ritual)
1 minute
Touch
V, S
Target a corpse with this spell. Over the next 10 minutes, or throughout the casting duration if cast as a ritual, the flesh on the corpse will melt away into a puddle of sludge, producing around 10 pints of sludge. This sludge is a gnarly mixture of melted muscle tissue, blood, cartilage, and marrow. All that is left of the corpse is bone it's skeleton, if it has one, or any hard material not susceptible to acid.
If given to a willing alchemist, you can obtain useable materials from the sludge at your DM's discression. You can also cast animate dead on the sludge to create a slime zombie (MAYBE, IF MAC LIKES THE IDEA). While it is near impossible to collect the sludge from a puddle on the ground, it can be collected in a container such as a barrel.
2nd-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (1 gold coin, Corpse of a beetle, scorpion, or other tiny insect)
Duration: Concentration, up to 10 minutes
You breath temporary life into the corpse of a dead pest the size of a beetle or larger to detect precious metals, gems, and jewelry. If the pest has a shell, that shell gains a bright, golden sheen while this spell is active.
The pest will crawl or fly to the closest piece of treasure it can smell within 60 feet. The pest's detection range can penetrate barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
When it reaches a treasure that isn't held or worn by someone, then it will begin to make a mental ping to the caster, telling them which direction to go. If the pest goes out of 90 feet of the caster, it automatically collapses to the ground, and returns to being a corpse.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.
2nd-level Evocation
Casting time: 1 bonus action
Range: Self
Components: V, S, M (natural weapon)
Duration: Concentration, up to 1 minutes
Your claws, teeth, or other natural weapon start to hum with magical energy as you focus it into them. Your attacks deal 2d6+INT force damage, and use your spell attack modifier for attack. In addition, you gain an additional effect depending on the natural weapon you use it on.
Claws - If you have advantage and both attacks would his, you cleave through the enemy into an adjactent one - If both rolls would also hit that enemy, you can deal damage equal to the damage die result. On a crit, the weapon die increases by one step. (d6 -> d8)
Teeth - If you have advantage and both attacks would hit, you can make a grapple attempt against the enemy using your teeth. On a crit, you roll roll one additional damage die
1st-level necromancy
Casting Time: 1 action
Range: 30ft
Components: V, S, M (a bone needle)
Duration: Concentration, up to 1 minute
You conjure forth a necrotic stirge to launch at an enemy, sending the lifeless bloodsucker towards an enemy. Make a spell attack roll. On hit, the enemy suffers 1d4 piercing damage and 2d6 necrotic damage and has a stirge stuck in their body. At the start of each of your turns, the target takes another 1d6 necrotic damage.
Every time this spell deals necrotic damage, including the initial hit, the caster regains hit points equal to half the damage dealt, as they suck the lifeforce from their target.
As an action, a creature affected by this spell or an ally nearby can remove the stirge and end the effect on themselves.
At Higher Levels. For every level above level 1, fire an additional projectile per spell slot level. These projectiles can have the same target, or different ones.
2nd-level evocation
Casting Time: 1 action
Range: 60ft
Components: V, S, M (vial of sulfur)
Duration: Instant
A mysterious black orb appears in the center of a point you choose within range, which is accompanied by the the stench of sulfur. The orb quickly expands and bursts in a splash of emerald streaks, propelled outwards in every direction. Each creature within 10 feet of the sphere must make a Dexterity saving throw. A target takes 2d6 FIRE damage and 2d6 acid damage on a failed save, as well as 1d6 acid damage at the START of their next turn. On a successful save, they take half damage.
2nd-level Evocation Spell
Casting Time: 1 action
Range: 60ft
Components: V, S
Duration: 1-3 turns
A spell created by a necromancer, using their utmost care so it doesn't backfire on them. However, unfamiliarity of the subject opposite your profession will never produce a perfect result.
When you cast this spell, motes of erratic radiant light begin to encircle above the caster's head. For every turn spent concentrating, the motes increase in number. On your first turn of concentrating, there are 3 motes above your head. At the start of your second, there are 7. At the start of your third, there are 13.
You cannot take actions or cast other spells while concentrating on this spell, besides taking an action to attack using this spell. When you do, target any number of creatures. Each mote turns into a dart of light, and hits the selected targets, dealing 1d4+1 radiant damage. (Or, make a spell attack per mote, and increase damage to 1d8).
If you stop concentrating on this spell for any reason other than taking an action to attack with this spell, the instability of the radiant motes come to a head and they burst. The caster and every creature within 10 feet must make a constitution saving throw, or suffer 3d4 radiant damage and are blinded. The caster has disadvantage on this save.
On higher levels: ?? Not sure right now
2nd-level transmutation (ley)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (sem-precious stone to be transmuted)
Duration: Instantaneous
When you've tapped into a leyline, you can transmute a semi-precious stone you hold in your hand into the semi-precious stone of equal value that corresponds to the leyline you're currently tapped into.
Semi-precious stones are any precious stone that aren't diamonds, rubies, sapphires and emeralds.
Every semi-precious stone has a certain kind of geographic location and leyline corresponding to it. A leyline represents the point or line where the borders of two natural elements combine -- such as the elements of sky and earth forming a leyline along a spire, one reason wizards often build towers.
An onyx, for example, corresponds to volcanic areas and water. This can include sites of active volcanic sites with magma, heat vents, or sites of eruptions or where the land was transformed by the flow of pyroclastic material, such as an island in the sea. Knowledge of the surrounding geography and exploration of it is important to make the most of this spell.
1st-level necromancy (ritual)
Casting time: 1 hour, must complete casting at midnight
Range: 5 feet
Components: V, S, M (a skull and 20 gp worth of ground pearl, which the spell consumes)
Duration: Until destroyed
You bind a lost soul to a skull, creating a floating skull that serves you.
The floating skull appears in an unoccupied space within range. The skull acts independently of you, but it always obeys your commands. In combat, it uses the same initiative as you. While the skull is within 60 feet of you, you can communicate with it telepathically, and you can see through its eyes with an action if you are within 30 feet of it. As an action, the Wizard can command it to use the Necrotic Slug action.
The skull has half of the hitpoints, rounding up, as the wizard who summoned it. When the skull drops to 0 it is destroyed and turns into a pile of dust. You can have up to three floating skulls bound to you with this spell. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create more floating skulls at the same time; two floating skulls with a 3rd-level slot and three floating skulls with a 5th-level slot. You must prepare separate material components for each skull created this way.
--Floating Skull--
Tiny undead, lawful evil
Armor Class 10
Speed 0 ft., fly 30 ft. (hover)
STR 1 (-5) DEX 11 (+0) CON 10 (+0) INT 5 (-3) WIS 8 (-1) CHA 5 (-3)
Damage Immunities poison
Condition Immunities poisoned, diseased
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages its summoner knows
Challenge 0 (10 XP)
Necrotic Glow. The floating skull gives off a sickly green glow with the similar radius to a candle. 5 feet bright light, and then a further 5 feet dim light.
Actions
Necrotic Slug. The skulls slams itself into a creature, bursting in a gout necrotic energy. Make an attack roll using the wizard's melee spell attack. On a hit, the target takes 3d8 necrotic damage, and the Floating Skull is destroyed, scattering bone dust on the surrounding area.
--GIANT FLOATING SKULL--
Medium undead, lawful evil
Armor Class 13 (natural armor)
Hit Points 19 (3d8 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 5 (-3) WIS 8 (-1) CHA 5 (-3)
Damage Resistances fire
Damage Immunities poison
Condition Immunities exhaustion, poisoned, prone
Senses darkvision 60 ft., passive Perception 9
Languages understands the languages its summoner knows but can't speak
Challenge 1/2 (50 XP)
Necrotic Glow. The giant floating skull gives off a sickly green glow with the similar radius to a candle. 5 feet bright light, and then a further 5 feet dim light.
Actions.
Blazing Slam. The giant floating skull smashes into another creature within 5 feet of it. It makes a melee spell attack with a bonus equal to the caster's spell attack bonus. On a hit, the target takes 1d6 fire damage. If the giant floating skull moved at least 20 feet in a straight line towards the creature to ram into it, it deals 2d6 fire damage instead of 1d6.
Necrotic BURST. The skulls explodes, bursting in a gout necrotic energy. Each creature within 5 feet of the giant floating skull must make a Dexterity saving throw. On a failure, the target takes 3d6 necrotic damage. On a success, it takes half. Either way, the giant floating skull is destroyed, scattering bone dust over the surrounding area.
^^^^^^^ Green Symbol within the Tower. I copied it, along with one of the red ones.