Skull Lasher of Myrkul

(Baldur's Gate: Descent Into Avernus)

Medium humanoid (human), Neutral Evil

Armor Class12
Hit Points32 (5d8 + 10)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 14 (+2) 15 (+2) 16 (+3) 13 (+1) 10 (+0)
Saving ThrowsWis +3
SkillsArcana +5, Religion +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
LanguagesAbyssal, Common, Infernal
Challenge1

Actions

Multiattack.

The skull lasher makes two attacks with its flail.

Iron Skull Flail.

Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.

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

Ranged Spell Attack Roll: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Spellcasting

The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips: mage hand, message, prestidigitation

Level 1 (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield

Level 2 (2 slots): darkness, misty step