Medium undead (sorcerer), Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 17 (+3) | 16 (+3) | 15 (+2) | 21 (+5) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +7, History +8, Perception +12, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious |
| Senses | darkvision 60 ft., passive Perception 22 |
| Languages | all the languages it knew in life |
| Challenge | 15 |
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 Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage.
Ranged Spell Attack Roll: +10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.
The skull lord makes one Bone Staff or Deathly Ray attack.
The skull lord moves up to its speed without provoking opportunity attack.
The skull lord summons up to five skeleton or zombie 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.
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 each/day: dimension door, fear
1 each/day: cloudkill, cone of cold
Medium undead, Lawful Evil
| Armor Class | 18 (plate armor) |
|---|---|
| Hit Points | 105 (14d8 + 42) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 16 (+3) | 17 (+3) | 16 (+3) | 15 (+2) | 21 (+5) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +7, History +8, Perception +12, Stealth +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | poison |
| Condition Immunities | blinded; charmed; deafened; exhaustion; frightened; poisoned; stunned; unconscious |
| Senses | darkvision 60 ft., passive Perception 22 |
| Languages | all the languages it knew in life |
| Challenge | 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 makes three bone staff attacks.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
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.
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: chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp
Level 1 (4 slots): magic missile, expeditious retreat, thunderwave
Level 2 (3 slots): mirror image, scorching ray
Level 3 (3 slots): fear, haste
Level 4 (3 slots): dimension door, ice storm
Level 5 (2 slots): cloudkill, cone of cold
Level 6 (1 slots): eyebite
Level 7 (1 slots): finger of death