Medium Undead, Lawful Evil
Armor Class 18 (plate)
Hit Points 60 (7d8 + 28)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
12 (+1)
Skills Athletics +7, Stealth +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 14
Languages all the languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

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 fails.

Aura of Undeath: The Skull Knight is resistant to the effects of turn undead and any undead alley within 30 ft are also resistant.

Death’s Chill: The Skull Knight radiates the power of death.  Anyone within 10 feet of the creature takes 1d4+2 cold damage per turn.

Skull Healing: When a skull Lord is reduced to 0 hit points, one of its two extra skulls is destroyed and the creature loses the related power. If the creature has any skulls remaining it instantly heals to 60 hit points.

Actions

Multiattack: The Skull Knight makes two Death Mace strikes or uses a Skull Ability

Death Mace:  +8 to hit, Hit: 6 (1d6+4), the target makes a DC 16 constitution check and takes 7 (2d6) necrotic damage on a failed save or half as much on a successful one

Skull of Withering  The skill lord launches a purple bolt of necrotic energy at a single target within 60 feet. The target creature must make a DC 18 Dexterity save, taking 9 (2d8) necrotic damage on a failed save or half as much on a successful one

Skull of Bone Scythes: The skull lord fires 3 magic Bone Scythes at up to 3 targets.  Ranged Attack: +8 to hit, range 60 ft. Hit:  5 (1d6+1) damage per scythe.

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.

Move (Costs 1 Action). The Skull Knight moves up to its speed without provoking opportunity attacks.

Death’s Command (Costs 2 Actions). The Skull Knight can raise one destroyed undead creature of CR 2 or below OR the Skull Knight can remove the effects of Turn undead on 2 creatures within 60 feet.

Summon Undead (Costs 3 Actions). Up to five skeletons or zombies appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.

Monster Tags: undead

Habitat: DesertSwampUnderdark

ClaytonBarthel

Comments

Posts Quoted:
Reply
Clear All Quotes