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Skull Lord

Overview

The skull lords have claimed vast regions of the Shadowfell 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.  

Creatures of Betrayal

Infighting and treachery brought the skull lords into existence. The first of them were created when a powerful necromancer, in a rage after his warlords turned against each other, gathered them up 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 CR: 15 (13,000 XP)

Medium undead, lawful evil
Armor Class: 18 (plate armor)
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 +5

Skills: Athletics +7, History +8, Perception +12, Stealth +8
Damage Resistances: Cold, Necrotic, as well as Bludgeoning, Piercing, and Slashing from nonmagical attacks
Damage Immunities: Poison
Condition Immunities: Blinded, Charmed, Deafened, Exhausted, Frightened, Poisoned, Stunned, Unconscious
Senses: Darkvision 60 feet, Passive Perception 22
Languages: The languages it knew in life
Challenge Rating: 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 advantage, and that ally regains 1d6 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 sorcerer spells:

Actions

Multiattack. The skull lord makes three quarterstaff attacks.   Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 1d6 + 3 bludgeoning damage, or 1d8 + 3 bludgeoning damage if used with two hands, plus 4d6 necrotic 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.   Quarterstaff (Costs 2 Actions). The skull lord makes a quarterstaff 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 ability at a time.

Lifespan
Immortal
Average Height
7 feet
Average Weight
150 pounds

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