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
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