Medium Undead, Lawful Evil
Armor Class 22 (plate)
Hit Points 252 (24d8 + 144)
Speed 30 ft.
STR
14 (+2)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
25 (+7)
Saving Throws DEX +10, CON +11, WIS +7
Skills Athletics +7, History +8, Perception +12, Stealth +8
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 22
Languages all the languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Evasion. 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 fail

Legendary Resistance (3/Day). If the skull lord fails a saving throw, it can choose to succeed instead.

Annihilating Aura. Any creature that starts its turn within 30 feet of Chamberlin Skexin must succeed on a DC 21 Constitution saving throw or take 21 (6d6) necrotic damage. Undead are immune to this aura

Spellcasting. The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC20, +13 to hit with spell attacks). The skull lord knows the following sorcerer spells:

Cantrips (at will): chill touch, toll the dead, mage hand, message

1st level (4 slots): compelled duel, expeditious retreat, ice knife, command

2nd level (3 slots): mirror image, see invisibility, shadow blade

3rd level (3 slots): fear, haste, Dispel Magic

4th level (3 slots): black tentacles, ice storm

5th level (2 slots): cloudkill, shadow blade, mislead

6th level (1 slot): shadow blade

7th level (1 slot): shadow blade

Actions

Multiattack. The skull lord makes Screaming Bone Flail attacks.

Screaming Bone Flail Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 14 (4d6) psychic damage.

Bonus Actions

Baleful Hex. Chamberlin Skexin curses one creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or have the incapacitated condition until the end of its next turn

Reactions

 

Names of Skexin

Silz the Negotiator: Spell Mimicry. Immediately after a creature that Chamberlin Skexin can see casts a spell of 5th level or lower, they triy to copy the spell. That creature must succeed on a DC 19 Charisma saving throw, or Chamberlin Skexin immediately casts the same spell at the same level (+11 to hit with spell attacks, spell save DC 19), requiring no material components and choosing the spell’s targets.

If triggered by competing, Silz chooses one of his own spells of 5th level or lower to cast without using a spell slot.

Soze the General: Wide Berth. Chamberlain Skexin moves up to half his speed and can move through the space of any creature of size large or smaller. The first time he enters a creature's space during this move, the creature must make a DC 19 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away. If the saving throw fails, that creature is knocked prone, and Chamberlain Skexin can make a melee attack against it.

Shoz the Collector: Possession. Chamberlain Skexin becomes incorporeal and enters the body of a creature that just used a magic item. The creature must make a DC 18 Charisma saving throw or be momentarily possessed by Skexin. The creature is incapacitated until the start of its next turn and Skexin throws the magic item on the ground where he disappeared from and then leaves the creature, reappearing over the tossed item.

If triggered by competing, Shoz will try to take the easiest magic item he can access, often a magic weapon being held by the creature.

 

 

 

Legendary Actions

The skull lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The skull lord regains spent legendary actions at the start of its turn.

Attack. The skull lord makes a bone staff attack.

Cantrip. The skull lord casts a cantrip.

Move. The skull lord moves up to its speed without provoking opportunity attacks.

Staff of the Naut (Costs 2 Actions). Chamberlin Skexin throws down his staff and it explodes into a heap of bones before reassembling as a [monster]Skeletal Juggernaut[monster] under his command. The initial explosion mimics the juggernauts Avalanche of Bones effect.

Mythic Actions

Should Chamberlin Skexin's dragon mount, Coilexus, die before him. He raises it as an adult red dracolich

Description

Names of Skexin. At certain points one of Chamberlain Skexin's personalities emerges to the surface and affects their strategy. Additionally, upon emergence a specific reaction is triggered.

Triggers.

Skexin: Sloth,  if no other persona has emerged and a normal opportunity attack has been made available for him to use. Skexin has no preference in method and will typically engage the nearest threat.

Silz the Negotiator: Pride, when failing a save or taking damage as a result of a spell. Competes with Shoz "trinkets are a mockery of raw magic!" Silz prefers to use magic to fight.

Soze the General: Wrath, when taking damage from a melee or ranged attack. Competes with Silz, "Talk, talk, talk! You don't have to talk if you just kill." Soze prefers direct combat, refuses to use magic.

Shoz the Collector: Greed, when an opponent activates a magic item. Competes with Soze, "Fool! You will break their treasures!" Shoz prefers to control that battlefield, and will choose to restrained and incapacitate targets, so he can steal their magic items and equipment.

Roll 1d4 when a trigger occurs. 

1: The triggered persona emerges.

2-3: No change in persona

4: The competing persona emerges.

Habitat: DesertSwampUnderdark

EnterpriseK

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