Monster
Skull Lord
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 18 (plate armor)
- Hit points
- 105 (14d8 + 42)
- 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
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.
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.
Actions
Multiattack
The skull lord makes three bone staff attacks.
Bone Staff
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) 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
Bone Staff (Costs 2 Actions)
The skull lord makes a bone staff attack.
The skull lord casts a cantrip.
Move
The skull lord moves up to its speed without provoking opportunity attacks.
Summon Undead (Costs 3 Actions)
Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.
The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:
Spell slots: 0: spells: chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp; 1: slots: 4; spells: magic missile, expeditious retreat, thunderwave; 2: slots: 3; spells: mirror image, scorching ray; 3: slots: 3; spells: fear, haste; 4: slots: 3; spells: dimension door, ice storm; 5: slots: 2; spells: cloudkill, cone of cold; 6: slots: 1; spells: eyebite; 7: slots: 1; spells: finger of death