Medium humanoid, neutral evil
- Armor Class
- 12
- Hit Points
- 32 (5d8 + 10)
- Speed
- 30 ft.
- Challenge
- 1 (200 XP)
- Saving Throws
- Wis +3
- Skills
- Arcana +5, Religion +5
- Senses
- passive Perception 11
- Languages
- Abyssal, Common, Infernal
Actions
The skull lasher makes two attacks with its flail.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.
Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spellcasting
The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: