Three Skulls

Medium undead, neutral evil

Armor Class

16 (natural armor)

Hit Points

78 (12d8 + 24)

Speed

35 ft.

Skills

Perception +7

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Common, Elvish

Challenge

8

Detect Life

Three Skulls can magically sense the presence of creatures up to 5 miles away that aren't undead or constructs. It knows the direction they're in but not their exact locations.

Innate Spellcasting

Three Skull's innate spellcasting ability is Intelligence (spell save DC 16, +8). It can innately cast the following spells, requiring no material components: • At will: chill touch, poison spray, ray of frost • 3/Day each: fog cloud, ray of sickness, witch bolt • 1/Day each: blight, counterspell, darkness

Magic Resistance

Three Skulls has advantage on saving throws against spells and other magical effects.

Turn Immunity

Three Skulls is immune to effects that turn undead.

Actions

Multiattack

Three Skulls makes two melee attacks.

Corrupting Touch

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) necrotic damage.

Unarmed

Skull Gaze. Three Skulls can use a bonus action to switch what skull is activated. Father Skull: Frightening Gaze. Three skulls fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 1 minute. Mother Skull: Paralyzing Gaze. Three skulls fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw against this magic or become paralyzed for 1 minute. Grandmother Skull: Weakening Gaze. Three skulls fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw against this magic or have their Strength score reduced by 1d4. The target dies if this reduces its Strength to 0.