SKULL LORD
The
skull lords have claimed vast regions of the Shad-
owfell as their dominion. From these
blighted lands,
they wage war against their rivals,
commanding hordesof undead in a bid to establish
dominance. Yet skulllords always prove to be their
own worst enemies; asa combined being born from
three hateful individuals,they constantly plot against themselves.Cr eatures of B etrayal. Infighting and treachery
brought the skull lords into existence. The first of
themappeared in the aftermath ofVecna's bid to conquerthe world of Greyhawk, after the vampire Kas
betrayedVecna and took his eye and hand. In the confusion
resulting from this turn of events, Vecna's
warlordsturned against
each other, and the dark one's planswere dashed. In a rage, Vecna gathered
up his generals
and captains and bound them in groups
of three, fusingthem into undead abominations
cursed to fight amongthemselves for all time. Since
the first skull lords wereexiled into shadow, others
have joined them, typically
after being created from other leaders who betrayed
their masters.Undead Nature. A skull
lord doesn' t require air, food,drink, or sleep.SKULL LORD
Medium undead, lawful evilArmor Class 18 (plate)Hit Points 105 (14d8 + 42)Speed 30 ft.STR14
(+2)DEX16 (+3)CON17 (+3)INT16 (+3)WIS15 (+2)CHA21 (+S)Skills Athletics +7, History +8,
Perception +12, Stealth +8Damage Resistances cold,
necrotic; bludgeoning, piercing, ands lashing from nonmagical
attacksDamage Immuni
ties poisonCondition
Immunities blinded, charmed, deafened, exhaustion,frightened, poisoned, stunned, unconsciousSenses darkvision 60 ft., passive
Perception 22Languages all the languages
it knew in lifeChallenge 15 (13,000 XP)Legendary Resistance
(3/Day). If the skull lord fails a savingthrow, it can choose to succeed instead.Master of the Grave. While within 30 feet of the skull lord, anyundead ally of the skull lord makes saving throws with advantage, and that ally regains
1 d6 hit points whenever it starts itsturn there.Evasion. If the skull lord is subjected to an effect that allows itto make a Dexterity saving throw to take only half the damage,the skull lord instead
takes no damage if it succeeds on thesaving throw, and only half damage if it fails.Spellcasting. The skull lord is a 13th-level spellcaster. Itsspellcasting ability is Charisma (spell save DC18, +10 to hitwith spell attacks). The skull
lord knows the following sor-cerer spells:ClTAl"TER 6 I
BESTIARYICantrips (at will): chill touch,
fire bolt, mage hand, poison spray,ray of frost, shocking
grasp1st level (4 slots):
magic missile, expeditious retreat, thunderwave2nd level
(3 slots): mirror image, scorching ray3rd level (3 slots): fear, haste4th level (3 slots): dimension door,
ice storm5th level (2 slots): cloudkill,
cone of cold6th level (1 slot): eyebite7th level (1 slot): finger of deathACTIONS..Multiattack. The skull lord makes three bone staff
attacks.Bone Staff. Melee Weapon Ateack: +8 to hit, reach 5 ft .. onetarget. Hit: 7 (1d8 + 3)
bludgeoning damage plus 14 (4d6) ne-crotic damage.LEGENDARY
ACTIONSThe skull lord
can take 3 legendary actions, choosing fromthe options below. Only one legendary action
option can beused at a time and only at the end of another
creature's turn.The
skull lord regains spent legendary actions at the startof its turn.Bone Staff
(Costs 2 Actions). The skull lo rd makes a bonestaff attack.Cantrip. The skull lord casts a cantrip.Move. The skull lord moves up
to its speed without provokingopportunity attacks.Summon Undead
(Costs 3 Actions). Up to five skeletons orzombies appear in unoccupied spaces within 30
feet of theskull lord and remain until destroyed. Undead
summoned inthis way roll initiative and act in the
next available turn. Theskull lord can have up to five undead
summoned by this abil-ity at a time.