Skull Lord

Medium undead, Lawful Evil

Armor Class

18 (plate armor)

Hit Points

105 (14d8+42)

Speed

walk 30 ft.

Skills

Athletics +7, History +8, Perception +12, Stealth +8

Damage Resistances

cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

Senses

darkvision 60 ft.

Languages

all the languages it knew in life

Challenge

15

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.

Spellcasting

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: • Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp • 1st level (4 slots): magic missile, expeditious retreat, thunderwave • 2nd level (3 slots): mirror image, scorching ray • 3rd level (3 slots): fear, haste • 4th level (3 slots): dimension door, ice storm • 5th level (2 slots): cloudkill, cone of cold • 6th level (1 slots): eyebite • 7th level (1 slots): finger of death

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 actions

Legendary Actions (4/Turn)

The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.

Bone Staff (Costs 2 Actions)

The skull lord makes a bone staff attack.

Cantrip

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 skeleton or zombie 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.

Skull Lord

Medium undead (sorcerer), typically lawful evil

Armor Class

18 (plate armor)

Hit Points

112 (15d8 + 45)

Speed

walk 30 ft.

Skills

Athletics +7, History +8, Perception +12, Stealth +8

Damage Resistances

cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities

poison

Condition Immunities

blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious

Senses

darkvision 60 ft.

Languages

all the languages it knew in life

Challenge

15

Proficiency Bonus

+5

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.

Spellcasting

The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18): • At will: mage hand, message • 2/Day each: dimension door, fear • 1/Day each: cloudkill, cone of cold

Legendary actions

Legendary Actions (3/Turn)

The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The skull lord regains spent legendary actions at the start of its turn.

Attack

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.