Skull King. This Skull King Commands and controls all of his skulls.
OtherWordly Being. This Skull King Can concentrate on 3 Spells at a time.
Spellcasting. The Skull King is a 18-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +14 to hit with spell attacks). The Skull King has following [class name] spells prepared:
Cantrips (at will): [Chill Touch], [Ray of Frost]
1st level (6 slots): [Shield], [Detect Magic], [Absorb Elements]
2nd level (5 slots): [Darkness], [Invisibility], [Misty step], [Mirror Image], [Detect Thoughts]
3rd level (5 slots): [Fear], [Dispel Magic], [Fly], [CounterSpell]
4th level (5 slots): [Dimension Door], [Banishment], [Greater Invisibility]
5th level (5 slots): [Hold Monster], [Dominate Person], [Telekinesis]
6th level (5 slots): [Arcana Gate], [Chain Lightning], [Disintegrate], [Investiture of Flame], [Investiture of Ice], [Investiture of Stone], [Investiture of Wind]
7th level (4 slots): [Crown Of Stars], [Finger of Death], [Reverse Gravity], [Plane Shift]
8th level (3 slots): [Earthquake], [Dominate Monster], [Power Word Stun]
9th level (2 slots): [Time Stop], [Power Word Kill], [Meteor Swarm]
Summon Skulls As an action , The Skull King summons 3 Animated Skulls that roll a single initiative and join combat.
Bite. Melee Weapon Attack: +14 to hit, reach 5ft., 1 target. Hit: 25 (3d12 + 6) Piercing damage , if this bite hits a target , that target is grappled.
DreadBeam. The Skull King Releases a beam of death in a 30-foot cone. Each creature in that area must make a DC 30 Dexterity saving throw, taking 210 (30d12) force damage on a failed save, or half as much damage on a successful one. The Skull King Cannot move the turn it uses this feature.
Summon Skulls As a bonus action , The Skull King summons 3 Animated Skulls that roll a single initiative and join combat (maximum of 30).
KingReaction. When hit , Can Bite , or cast a spell that normally requires an action.
This creature has 5 Legendary actions , he regains 3 during each beggining of his turn.
Bite (Costs 1 Actions). He uses the Bite action.
Cast (Costs 2 Actions). He uses his action to cast a spell.
DreadBeam (Costs 3 Actions). He Uses DreadBeam action.
Description
This Monster is the King Of Skulls , Ruling a part of the Lone Continent , his skull empire is the second strongest empire in the continent only to the Mutation Empire. his creation is unknown but he's known to have lived hundreds of years. he is an evil entity , that would do anything to destroy the other empires and make the skull empire rule the lone continent , the reasons are unknown.
Lair and Lair Actions
The Skull King Lives in a skull dark castle , that looks big from the outside , but is gigantic from the outside.
Lair Actions
On initiative count 1 (losing initiative ties), the Skull King takes a lair action to cause one of the following effects; the Skull King can’t use the same effect two rounds in a row:
- Heal :Sacriface as many skulls as the Skull King Wants , to heal 10 for each skull.
- Great Gravitation : Make the whole castle difficult terrain this round for non skulls , and if a creature moves at least 10ft , that creature takes 1 necrotic damage for each 10ft they move.
- General Call : If there are any Generals Alive in the Castle.
Regional Effects
The region containing a legendary Skull King’s lair is a cursed place , which creates one or more of the following effects:
- All creatures feel fear , getting disadvantage on wisdom saves against being frightened.
- If a creature takes any damage , they must make a DC 15 wisdom saving throw or take 1d6 additional necrotic damage.
- The Castle is near indestructable , to destroy a part of it , you must deal at least 1000 damage in a single round.
If the Skull King dies, these effects fade over the course of 30d12 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/23/2023 2:50:55 PM
|
5
|
0
|
--
|
Coming Soon
|
|
|
11/23/2023 2:54:36 PM
|
5
|
0
|
--
|
Coming Soon
|
Comments