Skull Lord

Mordenkainen Presents: Monsters of the Multiverse p. 220,

Size
Medium
Type
undead (sorcerer)
Alignment
typically lawful evil
AC
18 (plate armor)
Hit Points
112 (15d8+45)
Speed
walk 30 ft.
Skills
Athletics +7, History +8, Perception +12, Stealth +8
Resistances
cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
poison
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Senses
darkvision 60 ft.
Passive Perception
22
Languages
all the languages it knew in life
Challenge
15
STR
14
+2
DEX
16
+3
CON
17
+3
INT
16
+3
WIS
15
+2
CHA
21
+5

Traits

Proficiency Bonus

+5

Evasion

If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided it isn't incapacitated.

Legendary Resistance (3/Day)

If the skull lord fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Master of the Grave

While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.

Unusual Nature

The skull lord doesn't require air, food, drink, or sleep.

Actions

Multiattack

The skull lord makes three Bone Staff or Deathly Ray attacks.

Bone Staff

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage.

Deathly Ray

Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.

Spellcasting

The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):

  • At will: mage hand, message
  • 2/day each: dimension door, fear
  • 1/day each: cloudkill, cone of cold

Legendary Actions

Legendary Actions (3/Turn)

The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.

recharge

3/TURN

Attack

The skull lord makes one Bone Staff or Deathly Ray attack.

Move

The skull lord moves up to its speed without provoking opportunity attacks.

Summon Undead (Costs 2 Actions)

The skull lord summons up to five skeletons or zombies in unoccupied spaces within 30 feet of it. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.

Spells

mage hand, message, dimension door, fear, cloudkill, cone of cold

Other data

description