Kryx RPGThemesMonsters

Skull Lord

Medium undead
Challenge
15 (13,000 XP)

STR
2
DEX
3
CON
3
INT
3
WIS
2
CHA
5

105
14d8+42
18
Soak
3
Fort
+3
Ref
+2
Will
+4
Defense note plate
Damage resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities poison
Condition immunities blinded, charmed, deafened, exhausted, frightened, poisoned, stunned, unconscious

Speed 9 m.
Senses darkvision 18 m., passive Perception 19
Skills Athletics +7, Brawn +7, Perception +9, Stealth +8
Languages all the languages it knew in life

Evasion. If the skull lord is subjected to an effect that allows it to make a Reflex 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.

Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.

Master of the Grave. While within 9 meters of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 health whenever it starts its turn there.

Spellcasting. The skull lord is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

Cantrips (at will): control shadow, gloom, hidden shadow, reanimating word, shadow blade

1 mana: animate dead, blight, blindness/deafness, darkness, fear, five shadows, pass without trace, shadow jaunt, shadow tendrils, shadow veil, shadowy reprisal, teleport, umbral weapon, unseen servant

2 mana: animate shadow, cloak of shadows, cloudkill, darkvision, eyebite, finger of death, mantle of whispers, mirror image, shadow form, shadow walk, shadowy creation

3 mana: black tentacles

Actions

Multiattack. The skull lord makes three bone staff attacks.

Bone Staff. Melee Weapon Attack: +8 to hit, reach 1.5 m. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.

Legendary Actions

The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary option 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.

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 skeletons or zombies appear in unoccupied spaces within 9 meters 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.

Desert, Swamp, Underdarkmtof