Flaming Skull

Flaming Skull is a creature that will spawn when the Spirit Key is turned in the southern pedestal in Watcher's Keep Final Seal dungeon. 
Three of these creatures will spawn along with Azamantes, a powerful Lich. They are hostile to you and are allied with Azamantes. You will also encounter them in Yaga-Shura's Lair, but with a different creature file. The InfoBox shows the Watcher's Keep version.
Differences between the Watcher's Keep and Yaga Shura's Lair Flaming Skulls:
HUSKU01.CRE Flaming Skull is worth 9,000 XP. It now has 127% Fire resistance (will be healed by Fire damage). This creature has ten memorized Fire Bolt attacks in the innate ability memory field. All other abilities are the same, as well as the AI script.
==Gameplay==
These disembodied skull forms move extremely rapidly and are probably one of the fastest movers in the game.
They can innately See the invisible.
Although they appear to be flying above the party, they can be engaged in melee if one can get close enough. 
These skulls will dart and maneuver around the map and mostly attack at range with spells - in fact, they will attempt to move away from any enemies that are within a certain distance. 
The creature has two Innate ability attacks, and five fire based Wizard Spells it can cast. The creature does not run out of spells. 
The Skulls are racially a Lich, and have basic Undead Immunities as provided by the undroppable Ring item RING95.ITM. See the link for immunities provided.
In addition to those immunities, the skull is completely fire immune with 100% Fire damage resistance. However, it is very vulnerable to Cold damage, taking extra damage from that effect. The skull is also partially protected from some Physical damage, but not Crushing damage.
The skull will periodically launch fire-based spells at the nearest creature it can detect. This is somewhat randomized by the script. It will also apply and then after a set period reapply a Fireshield (Red) upon itself.
Their biggest threat will be the Incendiary Cloud which is randomly cast, and their dying explosion blast. 
In an unmodified game these skulls are more of a nuisance than an actual primary danger to the party, unless for some reason you are unable to protect your party from fire damage.
From a protection standpoint, a party member can be almost completely protected from the Faming Skull's spells with only a Minor Globe of Invulnerability.
They can also be slain via instant death effects from weapons such as the Mace of Disruption or Azuredge.
See the info box for other special abilities.
===Exploding death throe ability ===
Upon death, the Flaming Skull automatically force launches its "Skull Explode" death throe. The ability blasts a "White fireball" graphic animation dealing 20d6 Magical damage centered on the skull. A saving throw vs. Spells will halve the damage. It can be blocked by magic resistance and a Minor Globe of Invulnerability. 
==Bugs==
The Flaming Skull's regeneration ability timing mode is set as permanent, but that setting requires a duration to work, and it has no duration, and therefore it doesn't operate correctly. This is an issue throughout the game in several other creatures as well. This issue is included in The Enhanced Edition Fixpack (EEFP) and is already identified to Beamdog for possible fixing in the future.
==Gallery==
OG Flaming Skull 1.png|A Flaming Skull blasts a Burning Hands spell and damages a party member. Fire resistance or a Minor Globe of Invulnerability is a good idea when facing these creatures.
==Mod content==
Installation of the Sword Coast Stratagems Mod changes some aspects of the Flaming Skull creature - unless noted below, all other stats and immunizes are the same as the unmodified creature. 
*Skull is now experience level 20.
*Hit Points are raised to 133.
*Saving Throws 11/7/9/9/7.
*Fire Resistance is increased to 127% (creature will be healed by fire damage).
*Physical Damage Resistances raised to 75%, except crushing which is still 0%.
*Creature has a permanent "Balor Aura", which is a persistent Fire Shield dealing 4d6 Fire Damage to the last attacker within 7 feet. Bypasses Magic Resistance. Aura is not a Combat Protection spell-type, so is unaffected by Breach, and Dispel Magic effects.
*New default comprehensive SCS AI that improves targeting, conducts vulnerability assessments and selects attacks and defenses accordingly.
* Upon death, the skull will initiate a explosion over itself. 
*Can self-cast Stoneskin.
*Launches SPIN701.SPL "Unholy Fireball" as one of the primary attack methods. Every three rounds. No limit to these.
*It has one use of Incendiary Cloud.
==Mod gallery==
Mod Flaming Skull 1.png|With SCS, the skulls empower themselves with Stoneskin and immediately launch "Unholy Fireball" attacks.
Mod Flaming Skull 2.png|The skulls are quick to drop a Incendiary Cloud over enemies in melee range - the cloud will heal the creature with SCS.
Mod Flaming Skull Magma Ball.png|Upon death the skull explodes in a white fireball dealing Magical damage - another skull is rapidly firing flame projectiles and magma balls.
Mod Flaming Skull Flame Arrow.png|Usually two to three Flame Arrow missiles hurtle toward enemies in a single round.