THE SHARED REFERENCE Adventurer

Monster

Skull Lasher of Myrkul

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Official reference · BGDIA · 2014

Creature type
Humanoid
Size
Medium
Armor class
12
Hit points
32 (5d8 + 10)
Speed
Walk 30 ft.
Challenge rating
1
Alignment
Neutral Evil
Strength
10
Dexterity
14
Constitution
15
Intelligence
16
Wisdom
13
Charisma
10
Passive Perception
11
Saving Throws
wis: +3
Skills
arcana: +5; religion: +5
Languages
Abyssal, Common, Infernal

Actions

Multiattack

The skull lasher makes two attacks with its flail.

Iron Skull Flail

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.

Ray of Sickness (1st-Level Spell; Requires a Spell Slot)

Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Spellcasting

The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Spell slots: 0: spells: mage hand, message, prestidigitation; 1: slots: 4; spells: detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield; 2: slots: 2; spells: darkness, misty step

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