Large Undead (Titan), Neutral Evil
Armor Class 23 (natural armor)
Hit Points 375 (30d10 + 210)
Speed 40 ft., Fly 40 ft.
STR
19 (+4)
DEX
20 (+5)
CON
24 (+7)
INT
25 (+7)
WIS
20 (+5)
CHA
23 (+6)
Saving Throws CON +14, INT +14, WIS +12
Skills Arcana +15, History +15, Insight +12, Intimidation +13, Perception +12, Religion +15
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft., Passive Perception 22
Languages All, Telepathy 120ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Health Shield. In addition to his normal health pool, Myrkul has 225 temporary hit points. This temporary health pool, while it is still active, grants Myrkul resistance to bludgeoning, piercing and slashing damage from magical weapons, as well as force and acid damage. 

Legendary Resistance (3/day). If Myrkul fails a saving throw, he can choose to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Myrkul is immune to spells of 4th level or lower, with the exception of spells casted using holy symbols by creatures of good alignment. In this circumstance, Myrkul is immune to such spells of 2nd level or lower. He is also entirely immune to spells of the necromancy school as well as all forms of necrotic damage, regardless of special properties. 

Spellcasting. Myrkul is a 20th-level spellcaster. His spell slots are altered to be higher than normal spellcasting capabilities. His spellcasting ability is Intelligence (Save DC 24, +16 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips: mage hand, prestidigitation, toll the dead
1st Level (4 slots): absorb elements, cause fear, ray of sickness
2nd Level (4 slots): hold person, misty step, mirror image
3rd Level (4 slots): counterspell, dispel magic, fireball
4th Level (3 slots): blight, dimension door, confusion
5th Level (3 slots): hold monster, geas, cloudkill
6th Level (3 slots): chain lightning, globe of invulnerability
7th Level (2 slots): power word pain, finger of death
8th Level (2 slots): maze, dominate monster
9th Level (2 slots): time stop, power word kill

The Crown of Horns. Myrkul wears the magical Crown of Horns. It is an artifact, and cannot be destroyed or worn by anyone besides him. It acts as his spellcasting focus and grants him a +2 to his spell save DC and spell attack bonus. If the Crown of Horns still exists, Myrkul regains a new body after 1d10 days if he is destroyed. He regains all hit points and previous abilities. The body appears within 5 feet of the Crown of Horns. 

Turn Immunity. Myrkul is immune to effects that turn undead.

Actions

Multiattack. Myrkul makes two melee attacks, or uses Life Drain once.

Scythe. Melee Weapon Attack. +11 to hit, reach 10ft., one target. Hit: 17 (2d12+4) slashing damage plus 13 (3d8) necrotic damage.

Claw. Melee Weapon Attack. +12 to hit, reach 10ft., one target. Hit: 14 (2d8+5) slashing damage plus 13 (3d8) poison damage. A target reduced to 0 hit points by this damage instantly fails one death saving throw upon being knocked unconscious.

Life Drain. Myrkul chooses up to three creatures that he can see within 120 feet of him and that aren't undead or constructs and attempts to siphon the life from them. The creature(s) must succeed on a DC 22 Constitution saving throw or take 17 (5d6) necrotic damage. Myrkul regains a number of hit points equal to the total damage dealt. These hit points are transferred to his regular hit point pool, not his temporary health shield. 

Legendary Actions

Myrkul 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. Myrkul regains spent legendary actions at the start of his turn.

Attack. Myrkul makes one Scythe attack or one Claw attack. 

Spell Regeneration (costs 2 actions). Myrkul rolls a d8 and regains a spell slot of a number equal to the number rolled on the die. If that spell section is already full, nothing happens.

Lordly Undead (costs 3 actions). Myrkul can choose to summon a number of undead. He can summon:

1d10+2 Skeletons

1d10+2 Zombies

1d8+2 Specters

1d6+1 Minotaur Skeletons

1d6 Wights

1d4+1 Mummies

1d3+1 Banshees

1d2+1 Wraiths
Each creature appears in a space that Myrkul chooses within 60 feet of him. They join initiative independently, and follow Myrkul's orders. Myrkul can give them simple commands (no action required), such as attack, move, and the like. They also automatically move towards and attack any creatures that are hostile to Myrkul. Each time Myrkul summons creatures like this, he expends a 3rd level spell slot. He can also expend higher spell slots if his 3rd level are empty, to the same effect.

Description

Myrkul, also known as the Bone King or the Lord of Bones, is an evil god of death and undeath. His avatar form resembles a skeletal man standing 10 feet tall, clad in robes as black as the night. In one bony hand, he clutches a long, spectral scythe that can reap dozens of lives in a single sweep. In place of his other hand, his fingers stretch into long bony claws that spread disease that causes flesh to rot from bone. Where his eyes would be, two bright purple lights glow with malice and power. His deep hatred for his former brother and his time spent in the Far Realm after his betrayal has rendered his mind insane, yet he remains incredibly intelligent and powerful. While he used to be a mortal named Myrkul Bey Al-Kursi, his ascendance to godhood granted him dominion over all of death and crowned him the king of his own underworld, within the Bone Castle. 

Lair and Lair Actions

Myrkul's lair is an entire plane of existence all by itself, a world shrouded in darkness and made entirely of an island in the middle of a vast bottomless pit, filled with all the damned souls that Myrkul has taken. Atop a massive castle built from dark stone and death, Myrkul sits upon his throne and keeps surveillance over the creatures of his realm. No mortal creature belongs in this cursed place, and Myrkul is always sure to enforce that rule upon anyone who dares to approach him. On initiative count 20 (losing initiative ties), Myrkul can take one of the following lair actions:

  • Myrkul invokes the pain of all the souls he has reaped in his time. Each creature within Myrkul’s lair must succeed on a DC 20 Constitution saving throw or take 10 (3d6) psychic damage and be stunned until the start of Myrkul’s next turn. 
  • Darkness swirls from Myrkul's hand and seeks out all undead within its area, like a liquid snake. It wraps around them, empowering them with its dark energy. Each undead within Myrkul's lair (including Myrkul himself) gains a +1 to all saving throws and attack rolls until the next initiative count 20. 
  • Myrkul creates a cord of black energy and targets one creature within 60 feet of him that he can see. That creature must succeed on a DC 20 Constitution save or become tethered to Myrkul via this cord. Whenever Myrkul takes damage, he takes only half the usual damage (rounded down) and the tethered creature takes the remaining half. This cord remains until the next initiative count 20.

Previous Versions

Name Date Modified Views Adds Version Actions
10/16/2023 7:56:42 PM
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