Medium humanoid (human), Neutral Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 32 (5d8 + 10) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 14 (+2) | 15 (+2) | 16 (+3) | 13 (+1) | 10 (+0) |
| Saving Throws | Wis +3 |
|---|---|
| Skills | Arcana +5, Religion +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 11 |
| Languages | Abyssal, Common, Infernal |
| Challenge | 1 |
The skull lasher makes two attacks with its 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.
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.
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