Nose Candy. At the start of its turn, the Black Skull can inhale deeply on a powdered narcotic as a bonus action, gaining advantage on all melee attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Impervious to Pain. If damage reduces the Black Skull to 0 hit points, it must make a Constitution saving throw with a DC of 16, unless the damage is radiant or from a critical hit. This feature is restored after the Black Skull returns to the Abyss.
Innate Spellcasting. The Black Skulls are bestowed with innate magic in order to answer the call of the Horn of Abraxas and to pursue their quarry with all haste. They can innately cast the following spells, requiring no material components:
1/day plane shift
1/day find steed
Multiattack. The Black Skull makes three melee attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 10 (1d12 + 4) bludgeoning and the target is grappled (escape DC 13).
Description
The Black Skulls are a gang of insane marauders that can be summoned to hunt, kill or capture a target in exchange for a blood sacrifice. They are clad head to toe in black studded leather festooned with spikes, nails, buckles. Once men, the Black Skulls have undergone a hideous and demonic transformation giving them extraordinary strength and invulnerability to pain. They reside deep within the Abyss but answer the call of the Horn of Abraxas, their master. Little else is known of these fiends.
Comments