Page 231 - Mordenkainen's Tome of Foes Deluxe
P. 231
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.
Creatures of Betrayal. 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 Cantrips (at will): chill touch, fire bolt, mage hand, poison spray,
Medium undead, lawful evil ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
Armor Class 18 (plate)
3rd level (3 slots): fear, haste
Hit Points 105 (14d8 + 42)
Speed 30 ft. 4th level (3 slots): dimension door, ice storm
5th level (2 slots): cloudkill, cone of cold
6th level (1 slot): eyebite - ..
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+S) 7th level (1 slot): finger of death
ACTIONS
Skills Athletics +7, History +8, Perception +12, Stealth +8
Multiattack. The skull lord makes three bone staff attacks.
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Bone Staff. Melee Weapon Ateack: +8 to hit, reach 5 ft .. one
Damage Immunities poison
target. Hit: 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) ne-
Condition Immunities blinded, charmed, deafened, exhaustion,
crotic damage.
frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 22
LEGENDARY ACTIONS
Languages all the languages it knew in life
Challenge 15 (13,000 XP) The skull lord can take 3 legendary actions, choosing from
the options below. Only one legendary action option can be
Legendary Resistance (3/Day). If the skull lord fails a saving used at a time and only at the end of another creature's turn.
throw, it can choose to succeed instead. The skull lord regains spent legendary actions at the start
of its turn.
Master of the Grave. While within 30 feet of the skull lord, any
Bone Staff (Costs 2 Actions). The skull lord makes a bone
undead ally of the skull lord makes saving throws with advan-
staff attack.
tage, and that ally regains 1 d6 hit points whenever it starts its
Cantrip. The skull lord casts a cantrip.
turn there.
Move. The skull lord moves up to its speed without provoking
Evasion. If the skull lord is subjected to an effect that allows it opportunity attacks.
to make a Dexterity saving throw to take only half the damage, Summon Undead (Costs 3 Actions). Up to five skeletons or
the skull lord instead takes no damage if it succeeds on the zombies appear in unoccupied spaces within 30 feet of the
saving throw, and only half damage if it fails. skull lord and remain until destroyed. Undead summoned in
this way roll initiative and act in the next available turn. The
Spellcasting. The skull lord is a 13th-level spellcaster. Its skull lord can have up to five undead summoned by this abil-
spellcasting ability is Charisma (spell save DC18, +10 to hit I ity at a time.
with spell attacks). The skull lord knows the following sor-
cerer spells:
C lTAl"TER 6 I BESTIARY

