Medium undead, lawful evil
- Armor Class
- 18 (plate armor)
- Hit Points
- 112 (15d8 + 45)
- Speed
- 30 ft.
- Challenge
- 15 (13,000 XP)
- Skills
- History +8, Stealth +8, Athletics +7, Perception +12
- Damage Resistances
- cold; necrotic; bludgeoning, piercing, slashing from nonmagical attacks
- Damage 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
Traits
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.
If the skull lord fails a saving throw, it can choose to succeed instead.
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.
The skull lord doesn't require air, food, drink, or sleep.
Actions
The skull lord makes three Bone Staff or Deathly Ray attacks.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic damage.
Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.
Legendary Actions
The skull lord makes one Bone Staff or Deathly Ray attack.
The skull lord moves up to its speed without provoking opportunity attacks.
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.
Spellcasting
The skull, lord casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):