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 hordes
of undead in a bid to establish
dominance. Yet skull
lords always prove to be their
own worst enemies; as
a 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
them
appeared in the aftermath ofVecna's bid to conquer
the world of Greyhawk, after the vampire Kas
betrayed
Vecna and took his eye and hand. In the confusion
resulting from this turn of events, Vecna's
warlords
turned against
each other, and the dark one's plans
were dashed. In a rage, Vecna gathered
up his generals
and captains and bound them in groups
of three, fusing
them into undead abominations
cursed to fight among
themselves for all time. Since
the first skull lords were
exiled 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 evil
Armor Class 18 (plate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
14
(+2)
DEX
16 (+3)
CON
17 (+3)
INT
16 (+3)
WIS
15 (+2)
CHA
21 (+S)
Skills Athletics +7, History +8,
Perception +12, Stealth +8
Damage Resistances cold,
necrotic; bludgeoning, piercing, and
s lashing from nonmagical
attacks
Damage Immuni
ties poison
Condition
Immunities blinded, charmed, deafened, exhaustion,
frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive
Perception 22
Languages all the languages
it knew in life
Challenge 15 (13,000 XP)
Legendary Resistance
(3/Day). If the skull lord fails a saving
throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the skull lord, any
undead ally of the skull lord makes saving throws with advan
tage, and that ally regains
1 d6 hit points whenever it starts its
turn there.
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.
Spellcasting. The skull lord is a 13th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC18, +10 to hit
with spell attacks). The skull
lord knows the following sor-
cerer spells:
ClTAl"TER 6 I
BESTIARY
I
Cantrips (at will): chill touch,
fire bolt, mage hand, poison spray,
ray of frost, shocking
grasp
1st level (4 slots):
magic missile, expeditious retreat, thunderwave
2nd level
(3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
4th level (3 slots): dimension door,
ice storm
5th level (2 slots): cloudkill,
cone of cold
6th level (1 slot): eyebite
7th level (1 slot): finger of death
ACTIONS
..
Multiattack. The skull lord makes three bone staff
attacks.
Bone Staff. Melee Weapon Ateack: +8 to hit, reach 5 ft .. one
target. Hit: 7 (1d8 + 3)
bludgeoning damage plus 14 (4d6) ne-
crotic damage.
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.
Bone Staff
(Costs 2 Actions). The skull lo rd 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.
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 abil-
ity at a time.