18 (plate armor)
105 (14d8+42)
walk 30 ft.
Athletics +7, History +8, Perception +12, Stealth +8
cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks
poison
blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
darkvision 60 ft.
all the languages it knew in life
15
If the skull lord fails a saving throw, it can choose to succeed instead.
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.
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.
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
The skull lord makes three bone staff attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
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.
The skull lord makes a bone staff attack.
The skull lord casts a cantrip.
The skull lord moves up to its speed without provoking opportunity attacks.
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.
18 (plate armor)
112 (15d8 + 45)
walk 30 ft.
Athletics +7, History +8, Perception +12, Stealth +8
cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
poison
blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious
darkvision 60 ft.
all the languages it knew in life
15
+5
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.
If the skull lord fails a saving throw, it can choose to succeed instead.
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.
The skull lord doesn't require air, food, drink, or sleep.
The skull lord makes three Bone Staff or Deathly Ray attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage.
Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.
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
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.
The skull lord makes one Bone Staff or Deathly Ray attack.
The skull lord moves up to its speed without provoking opportunity attacks.
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.