Skull Lord
Medium Undead (sorcerer), Lawful EvilAC 18 (plate)
HP 112 (15d8 + 45)
Speed 30 ft.
STR
14 (+2)
Save +2
DEX
16 (+3)
Save +3
CON
17 (+3)
Save +3
INT
16 (+3)
Save +3
WIS
15 (+2)
Save +2
CHA
21 (+5)
Save +5
Skills Athletics +7, History +8, Perception +12, Stealth +8
Resistances Cold; Necrotic; Bludgeoning, Piercing, Slashing (from nonmagical attacks)
Immunities 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
CR 15
Traits
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, provided it isn't incapacitated.
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.
Unusual Nature. The skull lord doesn't require air, food, drink, or sleep.
Actions
Multiattack. The skull lord makes three Bone Staff or Deathly Ray attacks.
Bone Staff. 8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage.
Deathly Ray. 10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.
Legendary Actions
Attack. The skull lord makes one Bone Staff or Deathly Ray attack.
Move. The skull lord moves up to its speed without provoking opportunity attacks.
Summon Undead (Costs 2 Actions). The skull lord summons up to five skeletons or zombies in unoccupied spaces within 30 feet of it. They remain until destroyed. Undead summoned in this way roll initiative, act in the next available turn, and obey the skull lord. The skull lord can have no more than five Undead summoned by this ability at a time.