Extreme Photosynthesis. The skull heals one hit point at the start of each of its turns that it is in sunlight or when it is within the aura of light created by a daylight spell. The skull only dies if it starts and ends its turn at 0 hit points.
Radiant Absorption. When subjected to radiant damage, the skull takes no damage and instead heals an amount equal to the damage dealt.
Magic Resistance. The skull has advantage on saving throws against spells and other magical effects.
Photovampiric Aura. The skull is permanently under the effect of the fairie fire spell. The area within 10 feet of the skull cannot become brightly lit, regardless of the light source illuminating it, the area will be at most dimly light and color (except for that of the skull and its glow) is reduced to grayscale while within the aura.
Spellcasting. The skull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The skull has the following wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere (this spell deals psychic damage instead of fire damage)
3rd level (1 slot): lightning bolt (this spell deals psychic damage instead of lightning damage)
Multiattack. The skull uses psychic blast twice.
Psychic Blast. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) psychic damage.
Description
The aberrant skull is a dangerous foe, capable of ignoring the most reliable attacks from its enemies. It pulses with eerie purple light that seems to darken and drain color from the nearby area. It heals rapidly while within sunlight or the area of a daylight spell.
Previous Versions
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