Monster
Skull Lasher of Myrkul
Outside your table’s allowed sources
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.
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