b'Flying Skull \n'b'  Tiny   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  30 (12d4)  Speed  0 ft., fly 30 ft. (hover)\n'b' STATS STR: 5 (-3) DEX:  16 (+3)  CON:  10 (+0)  INT:  7 (-2)  WIS:  13 (+1)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Master\xe2\x80\x99s Spy . Flying skulls are often created by spellcasters for use as spies or guardians. The flying skull\xe2\x80\x99s creator can communicate with the skull telepathically and can use an action to see through the skull\xe2\x80\x99s eyes and hear what it hears until the start of the creator\xe2\x80\x99s next turn, gaining the benefits of the skull\xe2\x80\x99s  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. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) fire damage. \n'b'  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.'