Monster
Skull Lord
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 18 (plate)
- Hit points
- 112 (15d8 + 45)
- Speed
- Walk 30 ft.
- Challenge rating
- 15
- Alignment
- Lawful Evil
- Strength
- 14
- Dexterity
- 16
- Constitution
- 17
- Intelligence
- 16
- Wisdom
- 15
- Charisma
- 21
- Passive Perception
- 22
- Skills
- athletics: +7; history: +8; perception: +12; stealth: +8
- Senses
- darkvision 60 ft.
- Languages
- all the languages it knew in life
- Resistances
- cold, necrotic, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
Traits
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.
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.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
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.
The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):
2/day each: dimension door, fear
1/day each: cloudkill, cone of cold