Master of Souls

Medium humanoid (human), Neutral Evil

Armor Class

12

Hit Points

45 (6d8+18)

Speed

walk 30 ft.

Saves

Wis +4

Skills

Arcana +6, Religion +6

Languages

Abyssal, Common, Infernal

Challenge

4

Grave Magic

When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.

Spellcasting

The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: • Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation • 1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield • 2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below) • 3rd level (2 slots): animate dead, fireball

Actions

Multiattack

The master of souls attacks twice with its flail.

Silvered Skull Flail

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn.

Chill Touch (Cantrip)

Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration.

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

Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Scorching Ray (2nd-Level Spell; Requires a Spell Slot)

Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). 7 (2d6) fire damage per ray.